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You've just finished school (at the age of twelve!) and you realise
that you need to get a job; unfortunately, work is hard to come
by during this time of economic crisis. You originally planned on
finding gainful employment at a furniture workshop, but every such
establishment has turned you down because they were already employing
too many 'youths'. You decide that working in the forest is the
way to go but since the recent influx of monsters in the land, it's
currently closed to the general public. Your last resort is to leave
South Arc, the home that you love - will it really have to come
to that? As you ponder your predicament, you hear a voice; you turn
around and lo and behold, you see a talking magic shovel - who'd
have thought it?! After a series of unconnected and strange events,
you find yourself with the unenviable job of Dungeon Maker, appointed
by the Mayor to attract monsters away from the forest by luring
them into the dungeons that you must dig with your trusty magic
shovel!
Plenty
of games give you randomly generated dungeons to explore but Dungeon
Maker throws in a bit of a twist to the usual DS RPG fare, as it
tasks you with creating your own dungeons, for the sole purpose
of attracting a range of monsters into them. Once you've managed
to lure the monsters in, it's time to let the battle commence. You
may remember an old game called Dungeon Keeper, which I personally
love; you could say it's a dungeon-based version of Theme Hospital.
There are some similarities between Dungeon Keeper and Dungeon Maker,
so if you've played the former then you will have already come across
some aspects of the latter .
Played
from a top down, isometric viewpoint, you traverse the dungeon using
your shovel to knock down walls and erect a variety of rooms to
attract the creatures that inhabit the forest. Dungeon Maker offers
the opportunity to create unique dungeons by giving you total control
over where you choose to place tunnels and chambers. Once you've
created the basic maze, you can set traps in order to entice the
monsters to enter. The more desirable the dungeons are, the more
colourful the monsters that can be attracted, resulting in catching
rarer and larger beasts [Gotta catch 'em all! Sorry. Ed]. Different
rooms bring in different kinds of creatures; Slimes are attracted
to trash dumps for example, whereas feed barrels tend to bring in
Pigboars. Once a certain number of monsters inhabit your dungeon,
the "boss" monster appears, and defeating this formidable beast
reveals a ladder that leads down to a deeper dungeon, which then
becomes accessible. This dungeon can then be adjusted and changed
to suit the next quest that needs completing, and so on.
Designing
a dungeon requires a certain level of skill and consideration to
get the most out of the item-dropping aspect of the game. You can
fight up to three monsters at any one time and the last monster
you kill is the one that drops an item. So, it's best to make sure
that you kill the strongest monster last, as these are the ones
that drop the rarer items. Producing dungeons is easily manageable,
but whether you will feel inclined to keep creating them is sadly
another matter. The sequence you follow throughout Dungeon Maker
consists of building rooms in your dungeons to attract monsters,
which drop items that can be sold to buy better rooms, which tempt
rarer and stronger monsters to your dungeon, which in turn drop
even more expensive items, and so on. As you might imagine, this
process can become something of a repetitive chore after a while.
When
you've created your dungeon and it's time to head inside, your attributes
are displayed on the bottom screen and the battles take place on
the top screen, during which the usual magical items and powers
can be employed both offensively and defensively. Items are dropped
randomly after each battle; sometimes you receive cash, sometimes
you find new weaponry and there are even times when beast body parts
(used for your meals) are left behind. Storing your spoils is easy
enough; the inventory system is simple to use and while you can
only carry a certain number of items at once, you can store items
at your house to retrieve when you need them.
Your
character is entirely controlled using the d-pad (no stylus needed
here) and the system works smoothly, with the playing area displayed
on the top screen and the dungeon map available for reference below.
In between quests into the depths, you can buy food, weapons and
rooms for your dungeon, as well as picking up side quests from the
townsfolk, who ask you to find certain items. Completing these quests
increases the range of weapons, magic and items that you can buy,
although some requests take too long to complete. One such example
involves finding a Warcat Halter; unfortunately it took absolutely
ages for a Warcat to drop this item and I was already on my fourth
dungeon by the time I uncovered one. Warcats are encountered at
the start but the randomly generated nature of item-dropping meant
that I couldn't purchase any more new types of weapons or armour
I found the accursed Warcat Halter!
You
can only use your shovel a certain number of times (defined by its
MP attribute) each day before you have to return home to cook your
dinner and rest. This part of Dungeon Maker is played out in real
time, as opposed to the turn-based nature of the battles. The shovel's
shockingly low MP value at the beginning of the game makes your
progress a very limited and methodical process at first. Often you
don't have enough MP to generate more than two rooms, so you'd better
not make a mistake, because correcting mistakes uses up MP as well!
The primary method of increasing your statistics, such as Strength
and Magic, is by cooking yourself certain meals. Each meal increases
a particular stat; for example, Boiled Veggies increases your magic
points while eating Pigboar Stew has a positive effect on both your
strength and your life points. Luckily you don't have to mix the
ingredients yourself, but what is available to consume depends on
the ingredients you have obtained. It's a clever concept really,
as you have to sometimes plan a week ahead to make the most of your
stat building; you don't want to spend too many days increasing
just your health points because you'll end up regretting it when
you haven't allocated any meals to increase your attack strength.
This way of increasing your stats is quite original and is an interesting
concept; however, the novelty eventually wears off and it's likely
that you just won't want to bother going home and eating over and
over again, which is unfortunately something that you have to do
a lot in Dungeon Maker.
Utilising
the time-honoured RPG tradition of turn-based action, the combat
works reasonably well to begin with, especially given that battles
are not force or random - you simply walk into a monster to start
a fight. However, the game soon descends into a tedious slog of
battle after battle where you don't have to think about your strategy;
all you end up doing is pressing the attack button until you win
and then moving on to the confrontation. Only when you encounter
the boss monsters do you have to try something a bit more tactical
- but again, once you know what to do, even these encounters become
a repetitive chore. The monsters themselves, like most of the game,
are designed with a cartoony anime feel. Some of the creatures are
fairly imaginative, but on the most part they're a pretty generic
bunch; a Slime is just a green blob and a Pigboar looks exactly
as it sounds (and it's a redundant name given that a boar is just
a kind of pig). The main problem is that the monotonous battles
are broken up by the constant and equally monotonous task of going
home to rest and eat; rather than spicing up the gameplay, it just
breaks it up into two equally tedious segments.
The
story isn't particularly engrossing either and the characters aren't
very memorable. The side quests offer little in the way of imagination
and you'll often forget what you're meant to be finding, simply
because you don't really care. The dialogue is all text-based; there
is no voice acting, and while there are times when it's quite witty,
especially you're talking to your magic shovel, these moments are
lost in a mass of streaming text that can be infuriating during
battles. If you unleash one of your special powers and there are
many enemies on the screen then you sometimes get a line of text
per enemy, which slows the pace of battle to a crawl. The general
background ambience is standard RPG fare, light on the ears but
on a non-stop loop. Each dungeon you unlock usually adds another
background song, although they are all fairly similar.
As
you progress you gain two partners in your quest as Dungeon Maker,
a teenage girl and some kind of slime that can mimic things. Your
mimic ally is actually quite the novelty addition; occurring later
in the game, it copies the body parts of the monsters that you meet
on your travels, so if you come across a Crowbat for example [I
love these hilariously-named creatures! Amuse-Ed.] then the mimic
can copy its head statistics and use them as its own. After a while
you have to decide whether copying a newly acquired body part is
better than the one that mimic already possesses, because some parts
can wear armour whilst others are blessed with specific abilities.
As a way of increasing the lifespan of the game, you can also go
crawling into a friend's dungeon and vice versa, although by this
point you'll probably be past the point of wanting to try someone
else's dungeon because you are so tired of making so many of your
own.
The
creation aspect of Dungeon Maker is quite enjoyable to begin with,
but the constant battles, digging and eating turn this initially
fun RPG into a very tedious exercise indeed. There are some clever
ideas in here, but the repetitive nature of the gameplay means that
the novelty wears off long before the game is over. If you're a
big fan of quirky Japanese RPGs and have plenty of free time then
Dungeon Maker might just be up your subterranean alleyway, but if
not then you're best off digging into something a little more engaging
instead.
Reviewed by Christopher McNally for AceGamez (All Rights Reserved).
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