You create a Dungeonmans! Dilligent student of the Dungeonmans Academy, Looter of Dungeons, Crusher of Monsters, and Dooer of good (Probably...).
Being a roguelike, there are ample opportunities for Yet Another Stupid Death, completely putting an end to your character.
What are the Macrogame elements? Each Dungeonmans starts at the Academy, which can be upgraded with stat points, equipment, pets, and other amenities. All Dungeonmans created benefit from the Academy's upgrades.
The developer has been very involved since the game's release, providing consistent support for bug-fixes and adding additional content. Of significant note is the addition of pets in June 2021. A massive gameplay addition nearly 7 years after the game's initial release.
Can be found on Steam here
Also has Pay2Lose DLC released in 2017
Dungeonmans contains examples of:
- Bare-Fisted Monk: One of the character classes / skill trees: Psychomanser. Acrobatic jumps, kicks, and barefisted punching are the rule of the day.
- Bee Afraid:
- Some of the most deadly enemies early on are bees. Some sting you at a distance, some charge you and do heavy melee damage, others are carpenter bees that build up fortifications and restrict movement.
- The Scroll of Bees Please! Fires a wave of bees in a cone shape and is effective in the early game.
- Pets can learn a skill that fires a cone of bees just like the scroll.
- Black Speech: The player can invoke this trope with one of the Southern Gentleman's Blasphemous Tirade skill. They shout insults in the purple language, heavily damaging everything around them. As soon as you do it, you get the Purple's attention. Just don't use the skill too often, otherwise you'll summons two Ancient King Purplonians.
- Bribing Your Way to Victory: Inverted and parodied with the Pay2Lose DLC, which adds a slew of options to make the game even harder.
- Cut-and-Paste Environments: Although most areas (and the world as a whole) are randomly generated, the Towers in the game all have the same layout. They consist of 2 floors filled with bandits and wizards, a treasure floor, then the boss at the top of the tower.
- Hero Killer: If a standard mook kills you while in a dungeon, they'll be promoted to the leader of that dungeon and will be much more powerful if they're encountered by the next dungeonmans.
- Joke Character: The Touristmans class is described as having "accidentally wandered into the graduation ceremony on the way to the family farm" and is appropriately completely unprepared for dungeonmansing.
- Macrogame: One of the game's defining characteristics:
- The player can deposit Proofs of Stremf to the Academy, which increases the available stat points on the current character by 2. They also increase the stat points of every newly created character by 1.
- When Level 10 characters die, they'll return to the Academy to teach one of their learned skill-trees to future characters (3 free skill points). This also applies if a Dungeonman retires willingly.
- Equipment that is Legendary, Set Piece, or Heroic can be stored in the Wargear Vault for future characters. Melted down equipment can also be used later on by any character to give equipment upgrades.
- Consumables (Scrolls and potions) can be pre-identified for new characters by return books and alchemy equipment to the Academy
- Monster knowledge (how dangerous an enemy is, max HP, etc...) can be accrued by returning monster books.
- Pets. Even if a player dies while a pet is in their inventory, it will be returned to the Academy Ovomanser.
- Nintendo Hard:
- The game can be hard enough with the help provided from previous Dungeonmans. If it isn't, the difficulty can be increased with Ironmans mode, which removes Macrogame and completely destroys the world after the Dungeonman's death.
- The "Pay-To-Lose" DLC provides a ton of options the make the game more difficult.
- One-Hit Kill: Few Normal Attacks in the game will kill a properly prepared player in one shot. There are, however, telegraphed attacks that highlight certain tiles red, indicating they'll be damaging in the near future. These are much more likely to kill players in single hit.
- Palette Swap: Many later game monsters are variations on weaker monsters fought earlier. Mountain scrobolds look like regular scrobolds but blue/green.
- Southern Gentleman: A class and skill tree.
- Too Awesome to Use: Mostly averted with Consumables. Scrolls and potions are plentiful and many shops stock useful consumables that become affordable in midgame. There are very few elixer-like items that are incredibly powerful but very few exist. Although the player can still hoard items, the game discourages this kind of behavior:"Use your consuables. Use. Your. Consumables! If you die with a backpack full of healing potions and scrolls of protection, you bring great dishonor to the Academy!"— The Wall of Text
- Turns Red: A red aura surrounds powerful champion monsters. If you drink a champion potion you can turn red yourself, complete with harder hits, taking less damage, and gradual healing.
- Yet Another Stupid Death: The player can die very quickly if they aren't paying attention. There are also several one-hit kills in the game which are telegraphed. Trying to tank the telegraphed hits is generally not a good idea...
- Video Game Cruelty Potential: One quest has the player ascend a tower that initially appears to be empty instead of being filled with bandits. A few floors in, they discover the bandits are fighting off the purplonians who are in the process of taking over the tower. The bandits offer to side with the player. The player can side with the bandits, leave, or take out everything that moves.
- Wizard Needs Food Badly: Completely Averted. There is no mechanic that imposes time pressure on the player. No need to eat, no super nasty monster that shows up after a set amount of time, no impending doom for the world on a greater scale. The player can take their time with every Dungeonmans they create and go through as many Dungeonmans as they like to build the Academy.