IndieGo #34: Welcome to the Dunjungle
Go Bananas Over This Challenging Action Roguelike
Sure, indie developer Bruno Bombardi’s Dunjungle has several similarities with Dead Cells. Both send players through procedurally generated 2D levels, where they’ll confront hard-hitting adversaries with an arsenal of randomized weapons. But the more time you spend with the game’s chimpanzee lead, the more distinction you’ll discover within the depths of Dunjungle.
You’ll typically begin each run with a melee-based blade, a ranged magic weapon, and a relic that grants a passive perk. Expected, progress expands your toolset. You’ll use two different types of in-game currency to unlock both tiers and individual weapons. And like Dead Cells, you’re given five equipment slots. When combined with elemental power-ups that can be added to any weapon, there’s plenty of varied builds for your primate.
Let’s (Dodge) Roll
Pleasingly, the game’s nameless monkey king is quite nimble. Obeying action-roguelike custom, he has a nimble roll that provides invaluable i-frames. Beyond the ability to double-jump, he also can shift from a measured stride into a full sprint. He also can partially rejuvenate, once a protagonist fills a meter by killing enemies.
And while our plucky primate is well-prepared, Dunjungle isn’t a pushover. Hazards like jutting spikes and arrow launchers that can mutilate careless little primates. Adversaries are also remarkably dangerous, dispensing assaults that can siphon off up to a quarter of your health bar. Fortunately, strikes are distinctly foreshadowed their cell-shaded outline turning red just before launching into an attack animation.
Typically, success means putting some space between you and your enemies. But periodically, Dunjungle blocks the sides of the screen, creating a deadly gladiator arena where you’ll face waves of foes. These moments as well as the game’s hard-hitting bosses will undoubtedly test both ability and patience. Dunjungle is a tough game, but these showdowns are demanding. If you don’t confront a disheartening, run-ending disaster, expect at least a significant loss of health.
Mushrooms to Kill and Money to Make
Yet, as tough as the title is, there’s often an incentive to delve back into Dunjungle’s biomes. Megagame unlockables augment your chimp, whether by enlarging your health bar or increasing the likelihood of shops inside each dungeon. Even in the game’s Early Access state, there’s a wealth of variety across each run. With a wealth of different weapons, modifiers, and an assortment of different kinds of biomes, runs avoid repetition. Additionally, unlockable costumes for your chimp deliver some entertaining pre-builds.
Occasionally, you’ll encounter some creative risk/reward dilemmas. One example: while a blacksmith will upgrade one weapon for free, a second tool can be improved, but there’s a 25% chance it will break. Greed got the best of me during one run, and I have to survive solely with a perk that dropped bear traps every time I dodge-rolled. I love it when a roguelike lets you paint yourself into a corner.
Recommending an Early Access title is always risky. There have been plenty of developers who abandon their game before reaching their expressed goals. But even if Dunjungle doesn’t add anything else to its game, there’s more than enough item synergy to easily justify its $10 asking price.
$9 isn’t bad at all. How many hours of play can I expect from it?
This is a roguelite, so it is hard to evaluate the “length” of the game as it is heavily skill and luck-based.
To beat Normal, you are probably looking at a minimum of 5+ tries of 45 minutes – to 1 hour each.
And there will be more unlocks and more challenging boss patterns with Hard and Extra Hard!
Just picked it up today. I put about 10 tries into it and the game clock is about 4 hours. I keep dying at the ‘swiping boss’. Still, I like it!