Super Dangerous Dungeons: Doing more, with less.

When I first saw Super Dangerous Dungeons, I thought, “That looks like a fun game” and then I played it. It didn’t have anything but move and jump… and, that’s all it needed, honestly.

Incredible mustache? Or Andy Samberg orgasm face?

If Megaman is “jump n’ shoot man” than this game is just jump… man. I mean, even Mario could fireball enemies if you got a fire flower, but this guy? Jump. Run and jump. To build a game entirely on the basic navigation techniques is risky, and definitely something I was interested in seeing how it played out, well, SDD did exactly what it needed to, but, I’m going to wait to explain the greatest part of this game until later in the review. Just know that you don’t even have a dash, a slide, a double jump, nothing. Run and Jump Man.

The graphics are simple, your idle animation is two frames. I don’t know what the game’s resolution is, except huge. This isn’t a bad thing, it fits the retro aesthetic and feels great.

The wooden panels float on the water, which moves up and down in this level. Hey, it’s a water level that doesn’t make me want to punch babies.

It looks and feels like an old classic. Although, the graphics are nice, the real star of the whole looks and feels package goes to the music. I swear to god these tracks are 4+ minutes long and they are all fan-fucking-tastic. It just feels like they realized you might spend more than 30 seconds in a level so they didn’t want you to get bored with the music. It’s an incredible thing that most games really miss out on. It’s about a single track per world, and 4 worlds, so, they got away with 4 really well done songs instead of 13 songs that are forty seconds long, and it’s incredible. (Note: there are OTHER songs, but, I’m just talking specifically about the basic song that plays during your dungeoneering. There are boss songs and stuff too.) If you’re into video game music, either making or listening to, check out this game, specifically for the music. I mean, the rest is pretty good, but the music is how you need to make music for this type of game. Consider this a hint that somebody in video game school NEVER taught you. (Video Game Tradeschools hate him!)

These buzzsaws provide one of the best moments in the early game. I really enjoyed running from them.

When you start a level, your main objective is to find the key, and then go to the door. The levels get increasingly more difficult as time goes on. There are different ways to travel through the level, like, falling, waiting on platform, running from object of certain doom, holding still to not be hit by object of certain doom, but basically, with jump and move, you are fairly limited in the types of things that can really change, but, that brings us to the crown jewel of this game, the level design.

The level design in this game is fantastic. You never really get put in a situation you can’t learn about in a safe way before you’re exposed to something dangerous. This is SO paramount to good level design, and this game really REALLY needs good level design because there aren’t enemies to act as gimmicks, to distract you from poor level design. One moment in particular that stands out to me was the second or third time I ran into buzzsaws, one started behind me, and I had previously known they move on tracks, so… this track continues the length of the level. I was being chased by a buzzsaw through the level. Just enough tension to keep me moving and making the otherwise simple obstacles more challenging without time to pause and take them in, and it worked incredibly well. There was nothing about any of the levels that bothered me, up until the final secret end level. Nothing seemed incredibly difficult until I reached that section, and suddenly, things became a challenge. I mean, sure, I was kinda buzzed, but, I think the game just suddenly got harder. It’s kind of a bummer to have the difficulty just hit a ledge like that, but, I had a lot of time to master these types of games growing up, so, being as the only real challenge was a lot of precision jumps at the final stage of the final secret level, seemed… okay, in my book. Sure, not the best pacing in the world, but, I wouldn’t have beat it if it wasn’t just the last level giving me such a hard time. At the end, I felt like I earned it!

This little reference to Final Fantasy 6 is just a nice touch. They don’t get all ham-fisty or anything, but, just a light dab into the reference.

All in all, Super Dangerous Dungeons is a port of a browser game, and, while I normally hate that, this game hits all the right buttons and doesn’t suck. Basically, I don’t know what their monetization game was on the browser, but, if I look at Super Dangerous Dungeons with a fair assessment of time vs. monetary value, $4.99 USD is probably a good home. I’d probably pay closer to $7.50 even, but, this doesn’t mean the devs need to jack up the price, it means YOU, reader, need to go buy the game now. Check it out, you’ve earned another good level design game. Holy crap, and right after Aggelos, too. Note: It’s possible to find this actual same game on the internet for free, and that’s fine, if you want to test it out. I will point out that by not financially compensating developers for making incredible titles, we’re going to drive a lot of good people away from the industry, so… try and pay a little cash for this game if you can. It’s really well done.

Check this game out on Steam

Game also exists for Fruit Devices (iOS)

And Android, even

Disclosure: We received this game for free

Developed and Published by: Adventure Islands

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