
There is a set library of content for each adventure chapter. Although there's no overarching goal of the adventure as such, each expedition route, event, puzzle, and challenge throughout the journey will be completely random, which means that the player will have a totally different experience with every expedition.



Every battle will prevent its own challenges, and require the player to make careful and strategic decisions. Perhaps you're on cloud nine having defeated a horde of powerful enemies. Yet in your next encounter, a weaker monster might be waiting to teach you a hard lesson in humility.

This design is inspired by such games as Dark Souls, in which each win brings an awesome rush of satisfaction, of achievement. Moreover, we're creating an experience that casts aside repetitive gameplay cycles based on killing monsters, finding equipment, and leveling up before starting again… We are developers, but first and foremost, we are also gamers. So, when designing our own game, we don't want to make our players feel like this gameplay cycle is all there is to experience.

In Dungeon No Dungeon, players can level up their characters to their caps after just a few rounds of expeditions if they wish.

If a character dies during an expedition, they can't reappear in the current or later expeditions, or show up in the list of adventurers to add to the team, but the player won't lose that character. They may be revived at the altar in an Lv.1 form, or with their level intact by spending rare resources.

In Dungeon No Dungeon, acquiring a character takes a certain amount of effort, and sometimes there will be conditions to met too. A single character can have a lot of development potential. Unlike other Roguelikes that grant easily-obtained characters right from the start, DND won't make the death of characters permanent, unless you never revive them, that is.


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