I don’t generally have an issue with brevity in games, but the end to this one just left me craving more because I loved the cast, the representation, and the addictive leveling system. BOYFRIEND DUNGEON FULLThis was when I realized that the game was hurtling towards an abrupt, questionable ending, contrasting with how much delight I had only an hour before.Ĭonclusively, while I certainly enjoyed my time with Boyfriend Dungeon, the sudden end to its narrative and the half-empty world map left me feeling like I had just finished an Early Access game rather than a full experience. There are two procedurally-generated dungeons, the second of which doesn’t even have to be cleared, and then a boss fight, for which you have to pick one of the weapons you’ve maxed out your bond with. Still, by the end of the second dungeon, the limited scope becomes abundantly clear.īy that aforementioned point, you’ll assuredly realize that you’ve basically completed Boyfriend Dungeon. Several distinctions between how each weapon handles feel more like they were designed for a title emphasizing specific combat situations, like the rapier emphasizing a counterstrike ability in a game that very often has you dodging projectiles it can’t counter. The enemy variety is lacking, and much of the fighting feels like button-mashing thanks to the frequent crowding of enemies. The hack-and-slash action portions are fine, and the weapons feel unique and satisfactory to use, but it all lacks the precision of something like Hades, a roguelike I couldn’t help but compare this one to for obvious reasons. Speaking of feeling teased, the combat is immensely flashy but ultimately nothing to write home about. It’s saddening that these characters weren’t ready for launch, particularly when one of them actually appears in the base game but is un-dateable, which left me feeling rather teased. Currently, at launch, there are three guys, two non-binary individuals, and one girl available, though another guy and girl are coming in the near future as post-launch content from the Kickstarter campaign. The characters themselves are largely likable, with the obvious exception being the villain, whose story is essentially the main plot. Dealing more damage and having more hit points in each run makes going back into the “dunj” feel addictive, and the excellent soundtrack heightens the replayability. This system grants well-paced rewards for your efforts in each dungeon, in addition to regular experience gain. The other element taken from the social link system is that each weapon gets stronger as your bond with them outside of the dungeon increases, giving bonuses like combo finishers delivering status effects or having a wider area of attack. Basically, you’ll get what you want out of your time. This approach makes the title more accessible and negates the need to follow a walkthrough. Each route can be clearly pursued with purely friendly intentions or romantic desires, with a clear decision on the player’s part, thankfully lacking opaque event flags. Rather than choosing one character and sticking with them exclusively, since your potential paramours are also your weapons, the player is encouraged to at least make friends with all of them. The routes in Boyfriend Dungeon‘s dating sim half are more comparable to a Persona game than a traditional dating sim. Furthermore, your choice of he/him, she/her, or they/them has absolutely no drawbacks to speak of, as any protagonist can romance or befriend any potential love interest. This choice can also be changed at any time during your playthrough. The idea here is to give the player as many options for engaging with the cast as possible, and it begins with a small-scale character creator that features the ability to choose your character’s pronouns. Starting with the many positives, Boyfriend Dungeon definitely fulfills its goal of inclusivity and representation.
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