Dungelot review: give it a little tappy; tap, tap, tap-a-roo
Dungelot seems like a cool concept, mixing the structure of a roguelike, minus the often common brutal difficulty, with a Minesweeper-esque gameplay system. Each level is a 6x5 block grid and hidden behind every block is a potential danger, reward or nothing at all. Levels are randomly generated, as to be expected, and when you die, you start from the beginning, losing everything you gained from the previous game besides the gold you collected. Sounds good, right? Well, it doesn't quite play as well as it sounds on paper.
The problem with Dungelot is that it is just a bunch of mindless tapping. There is barely any strategy--the only real strategy is in deciding whether to fully explore a dungeon or move onto the next level upon finding the key to the next level--and the game becomes repetitive before the first playthrough in even finished. The thing about Minesweeper that Dungelot forgets to implement is the strategy that comes in deciding which blocks to click and which to avoid; in Dungelot, you just click away like a madman, over and over and over again, never stopping to think, "Should I, or shouldn't I?" Well, should you?