
The guard of dungeon
Roughly two hours of old-school corridor shooting against alien invaders, underground traps, and a hard-rock soundtrack - honest about its budget roots, rougher than it needs to be, and best approached with very low expectations and a love of jank.
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About The guard of dungeon
I want to be the person who finds the hidden gem buried in a two-dollar Steam bundle, and with The Guard of Dungeon I genuinely went in hoping. It is a compact, first-person shooter set in underground tunnels overrun by an alien invasion, starring a nameless hero who fights through traps, beetles, dogs, and lizards before eventually reaching some kind of finale. The premise is pulpy in a charming way. The execution is another matter entirely. The structure is linear and short, advertising roughly two hours of content, and that number is about right if bugs cooperate. You shoot your way through tight corridors, dodge saws and crushers built into the floors and walls, and spend experience points on one of three upgrade paths: expanded magazine capacity, faster reload speed, or higher maximum health. That last option is the only one that actually holds up under pressure, which tells you something about the balance. Alien spawn points keep replenishing enemies until you plant dynamite inside them, and the interaction zone for placing that dynamite is so narrow and finicky that it regularly becomes a death loop - hordes swarming in while you press the action key over and over hoping something registers. No checkpoints within levels means death sends you back to the beginning, which is brutal less because the game is hard and more because the controls work against you. The community tags mention a Great Soundtrack, and the hard-rock music does surface at specific encounter points with genuine energy. The rest of the ambient audio is forgettable, and reviewers noted that the dramatic rock from the trailer barely appears in the actual game. The 3D models carry obvious proportional inconsistencies - ceilings tower at strange heights, furniture sits at chest level, enemy hitboxes do not quite line up with the visible geometry. Turrets shoot through solid walls. There are texture gaps in the level architecture. The English text throughout the menus and in-game prompts is rough, which adds an unintentional charm but also obscures some mechanics. Where I land, honestly, is that this is a 2017 Unity project from a small developer that shipped before it was finished. The bones of a playable old-school FPS are there - the trap gauntlet idea has some merit, the three-path upgrade system could have been interesting with more time on it, and the alien-invasion-in-a-dungeon setting has personality. Players who genuinely enjoy lo-fi, rough-around-the-edges budget shooters with a certain raw sincerity will find just enough here to not regret the time. Everyone else will bounce off the spawn-loop dynamite section and close the window. There is no padding or bloat to complain about when the whole thing clocks in under three hours. What you see is what you get, completely undisguised. Kai, Scout Team
Tags
System Requirements
Minimum
- OS
- Windows XP and newer
- Memory
- 1 GB RAM
- Storage
- 1 GB available space
- Graphics
- GeForce EN9600 GT
- Processor
- Athlon 2 X3 450
Recommended
- OS
- Windows XP and newer
- Memory
- 2 GB RAM
- Storage
- 1 GB available space
- Graphics
- GeForce GTX 750ti
- Processor
- AMD fx6300
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Game Info
- Developer
- HeX
- Publisher
- Laush Studio
- Release Date
- Mar 7, 2017