I saw my son kick up a Steam game the other day, and I thought I'd take the opportunity to have some fun since I hadn't ever talked with him on Steam before.
He cuts deep with those comments. I've taught him well. But he's got a point there, who else plays freaking Dungeon Knight VR?
Apparently I'm it . . . at least anymore. There are 273 people in the official VR Dungeon Knight discord, so I'm definitely not the only player EVER. It's far too good of a game to be the only player EVER.
The problem is that the developer was one single, solitary guy, and back on August 19th, 2022, he announced that amidst burnout and depression he was calling it quits on the "in development" game, noting that there were enough bugs in it that he wasn't confident calling it a full release. He also said that he was happy about the game in general though since it had become the VR Co-op Dungeon Crawler he dreamt of.
Where does that leave me, a guy who just bought the game in 2022? Well, it leaves me playing a solo VR dungeon crawler with an interesting progression system and some unique side systems. This is now my fourth VR dungeon crawler game. I started with In Death Unchained, then tried Vanishing Realms, then Karnage Chronicles, and now VR Dungeon Knight. It's a genre that interests me. From all appearances, Ancient Dungeon VR is next for me to explore. (Gonna be honest though . . . I hate the Minecraft look)
Right out the gate in VR Dungeon Knight, I ran into my first bug in the tutorial. The enemy monster is buried in the floor. Yeah, that's a sad first impression.
It's surprising how many weapons there are in the game, and I think the poor single dev bit off way more than he could chew here. It would have been so much better if all he had focused on was a couple weapons, and just got those polished and feeling good. The bow is incredibly difficult to use and the aiming just doesn't feel right. The magic staves feel like they're shooting in slow motion. The magic books are strange. The guns have awful reloading. In fact, the only thing that really feels good is a sword and shield, but the sword and shield suffer from exactly the same thing that most swords in VR RPGs suffer from . . . realism, messy combat where you can get inside the monster, and just generally feeling unsatisfying.
That all said, sword and shield is exactly what I would play in this game. It feels the most natural.
The inventory system isn't nearly as good as it is in Vanishing Realms or Karnage Chronicles. You basically have 4 slots that snap around your body. 3 at your waist and 1 on your back . . . although I couldn't get the back slot to ever work. I don't get it.
After you successfully navigate a dungeon, you enter a results room and earn "chests" based on your performance. If you complete one of the three main objectives, you get to enter a bonus room and claim its prizes as well.
As you delve dungeon you'll also be leveling up, when you do, you are allowed to assign points to dexterity, strength, or intelligence, but leveling each comes with a detriment to some other aspect of your player, so it feels . . . strange.
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