Dungeon Drafters review

Fusing grid-based movement with card battling, Dungeon Drafters demonstrates a lot of ambition. But given the nonsensical writing, incompetent user interface, and lack of balance, only exceptionally patient players should proceed.

Dungeon Drafters
Platform: PC
Developer: Manalith Studios
Publisher: DANGEN Entertainment
Release date: April 27th, 2023
Price: $24.99
Digital availability: Steam

2005’s Metal Gear Acid was one of the first games to blend grid-based battles with deck builder elements. The spinoff might not have had the intricate storyline of the main series. But that was OK, as a turn-based approach to stealthy navigation and tactical combat proves to be one of the best PSP originals around. Konami, if you’re looking to publish a remaster, Acid and its sequel would be an astute choice.

Since the odds of that happening are likely infinitesimal, Dungeon Drafters might comfort those yearning for a vaguely similar experience on Steam. As the Brazil-based developers’ sophomore title (following 2018’s Wild Glory), you’ll have to put up with an assortment of minor issues that can make the title feel like it should be in Steam’s Early Access program. In its present state, Drifters irritates just a bit less frequently than it engages.

Six Archetypes, But no Proofreader

The game’s premise is conveyed through a word soup that’s overseasoned with lore. The opening text crawl has a surprisingly rich vocabulary but doesn’t make a lick of sense. There are incomplete sentences like, “Clearly opposed to the stable rigidity and orderly harmony of the 4 Archetypes”. Other statements are like Zen paradoxes. “Until a young man traveled to a forgotten corner of The World of Four Corners” is the type of prose you’ll be forced to contemplate. I’d advise you to ignore most of it and enjoy the game’s pixel art animations. At the beginning of a run, these show your character’s ship confronting a massive storm. They awaken marooned face-down on a beach, with an imposing spite in the distance. Most gamers will recognize what this signifies.

Although there’s a map that offers plenty of NPCs to communicate with, the long-term objective is to improve your starting deck. Pleasingly, you can begin the game with one of six characters that range from a hunky brawler, a miniskirt-clad mage, a shinobi with fox ears, and a stout Totoro-looking creature. Each represents a different class and comes with its own initial deck that caters to a distinctive style of play. From a bard that summons minions, a monk who can invert the tide of combat, and that certain Ghibli-esque character’s ability to lay down traps, role-playing’s aptitudes are all accounted for. Whether you prefer direct, indirect, a robust offense, or resilient healing, you’ll earn cards that let you transcend rigid class styles.

Aggravating UI, Disappointing AI

The downside is that you’ll have to do a portion of the learning on your own. Sure, there’s an interactive tutorial as well as a help guide that comes up with a push of the analog stick. But both have their minor faults. Some of the lessons can be a bit vague, so when you first encounter an effect state that leaves you immobilized until you play a specific card, bewilderment can emerge.

This is exacerbated by card descriptions that aren’t always clear. In time, you’ll figure out what each different card does and there is assistive highlighting on the gridded battlefields. But card-based combat only feels satisfying when you comprehend all of your available actions. Meanwhile, the in-game encyclopedia is weakened by interface issues- an issue that also plagues deck management and even core play. Accidentally tap the directional pad and you’ll inadvertently move your character, which can ruin a turn. And sadly, Drafters lacks any kind of undo function.

Dungeon Decker’s delightful art is one of the best aspects of the title. Although the graphical fidelity and widescreen output elevated the title over Game Boy Advance efforts, there’s a similar style that paints the world with bulky, warmly colored pixels. Elements like particle effects, sweeping animations (love that Hokusai reference), and attractive title cards that announce player and enemy turns will undoubtedly charm the eyes. But the low-res look constricts the amount of in-game information. Although there’s an option for high-resolution dialog text, card descriptions are impacted.

Draft Dodging

But these substantial grumbles aside, Dungeon Drafters’ core gameplay can be satisfying. As you enter each procedurally-generated room, you’ll likely find adversaries scattered about. Characters have three action points that can be used to move, attack adjacent squares, or play one of the cards in your hand. Once your points are consumed, enemy units get to do the same. Although opponent AI isn’t sophisticated, adversaries assail with different techniques. Some monsters might charge you, others might launch ground or air-based projectiles, while still other varieties summon minions.

Since the game randomly draws cards from your custom deck, with a bit of practice and luck, you’ll be able to take down enemies as quickly and methodically as Denzel Washington’s character in the Equalizer films. At its best, Drafters provides a lot of autonomy, with players able to vault across the playfield while dropping a bomb midflight, or even pushing opponents into traps. Things don’t always work, with foes oblivious to a dropped dummy or an inoperative crossbow that was dropped in the middle of the playfield. But there is an auspicious amount of variety. Later, an ice zone caused the character to slide, extending my movement range.

Even when you’re dealt a subpar hand, maneuvering to make the best of the situation can be fun. But your character has ten hit points which can be depleted quickly. And facing a run that doesn’t result in any rewards or boosters feels punitive. The game is vexing without an upgraded deck. And since you might not earn any upgrades from early runs, prepare to face frustration with your underpowered character. The best deck builders nail a shrewd balance, where you’ll have the tools to face robust challenges. Here, Dungeon Drafters frequently falters. Even if you’re able to look past the sporadic soft locks, it can feel like the deck is sporadically stacked against you.

Dungeon Drafters was played on PC with
review code provided by the publisher. 

Fusing grid-based movement with card battling, Dungeon Drafters demonstrates a lot of ambition. But given the nonsensical writing, incompetent user interface, and lack of balance, only exceptionally patient players should proceed. 2005’s Metal Gear Acid was one of the first games to blend grid-based battles with deck builder elements. The spinoff might not have had the intricate storyline of the main series. But that was OK, as a turn-based approach to stealthy navigation and tactical combat proves…

Review Overview

Gameplay - 70%
Controls - 30%
Aesthetics - 80%
Performance - 50%
Accessibility - 60%
Value - 60%

58%

DISAPPOINTING

Summary : At present, Dungeon Drafters has an inventory of issues that include crashes, a frustrating user interface, balancing woes, and a script that desperately demands proofreading. Yet, for all these faults, there is potential in the mixture of grid-based movement and the sheer abundance of card-based attacks.

User Rating: 4.12 ( 1 votes)

About Robert Allen

Since being a toddler, Robert Allen has been immersed in video games, anime, and tokusatsu. Currently, his days are spent teaching at two southern California colleges. But his evenings and weekends are filled with STGs, RPGs, and action titles and well at writing for Tech-Gaming since 2007.

5 comments

  1. I played this after a 8 hour shift. Between the mistakes with the script and the bugs I thought my brain wasn’t working. I tried again after 9 hours of sleep and found out that it wasn’t me. It was DD.

  2. Bought this after reading the Noisy Pixels review. Pretty sure they didn’t even play through the game much.

    I bought it last week and it’s crashed several times.

    • Honestly, their news is fine (they just pull it from Twitter it seems) but I’ve experienced serious bugs in some of the game they reviewed. I don’t think they played them for very long. After that I don’t really follow them anymore.

  3. Why are so many games broken at launch now?

    During the physical media games, developers and publishers made sure things worked.

  4. Lost about 30 minutes of progress due to a crash. Buggy games suck ass.