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Deadly Rooms of Death: Difference between revisions

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[[File:drodtitle_3370.png|frame]]
 
Deadly Rooms of Death is first and foremost, a [[Puzzle Game|puzzle game]], created by Caravel Games. The game is about halfway between [[Exactly What It Says On the Tin]] and [[Non -Indicative Name]] - there are certainly rooms that are deadly, but the plot extends far beyond this simple dungeon concept.
 
The game's central concept is an idealized version of the dungeon crawl - enter a room, kill all the monsters, then go to the next room. However, it's a turn-based game, so the main player moves, then each monster gets to make one move. The puzzles come from many different features - all the monsters move in predictable fashions, there are dungeon fixtures such as doors and switches, one-way arrows, bombs, and other [[Benevolent Architecture|benevolent]] or [[Malevolent Architecture|malevolent architecture]] to make the job tougher.
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* DROD: Journey to Rooted Hold
* DROD: The City Beneath
* [[Spin -Off|DROD RPG]]: Tendry's Tale
* [[Prequel|DROD: Gunthro and the Epic Blunder]]
 
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* [[Hide Your Children]]: Usually present in most plots and level sets, but the "Halph" NPC type is a child, and can be killed, providing various consequences from [[We Cannot Go On Without You|having to restart the room as though you yourself died]], plot events, or nothing.
* [[Invincible Minor Minion]]: Wubbas are completely immune to swords. However, they also can't harm the player. This means they just usually tend to get in the way. However, they can be destroyed using [[Benevolent Architecture]].
* [[ItsIt's Up to You]]: Usually justified: you're the only one doing anything about the problem anyway.
* [[Involuntary Group Split]]: There are a couple of examples in Journey to Rooted Hold between Beethro and Halph, mostly for plot reasons or for puzzle reasons if having him around would be too convenient. This can also happen in-room with any of your doubles or other resources.
* [[Level Editor]]: DROD: Architect's Edition introduced this feature. There are now ''hundreds'' of user holds and ''tens of thousands'' of rooms available to play.
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* [[No Gear Level]]: The disarm token or oremites enforce this within one room, and there's also a scripting command that will permanently remove the player's weapon until another scripting command gives it back.
* [[Now Where Was I Going Again]]: Usually averted with the help of the in-game map and restore functions, but very possible with managing all of your holds or trying to find secrets or keep track of [[Event Flag|event flags]] in one hold.
* [[One -Hit -Point Wonder]]: Almost everything: the player and most monsters. The only exceptions are some larger monsters which split or shrink under conditions (usually something attacking them with a sword).
** Averted in spinoff Tendry's Tale, where the player and monsters have multiple hit points.
* [[One -Hit Polykill]]: Explosions serve as this, destroying many objects in any squares they hit.
* [[Only Smart People May Pass]]: Essentially ''the entire game''. This is the only security system anyone has.
* [[Path of Most Resistance]]: Secret rooms are completely optional and usually much more difficult than regular rooms. In order to master a hold and obtain [[One Hundred Percent Completion]], you'll have to beat them all.
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* [[Scoring Points]]: Averted in-game. However, there is a metagame scoring system where you can earn points by solving rooms with fewer moves.
* [[Scripted Event]]: A whole scripting language was introduced in Journey to Rooted Hold and The City Beneath, making it possible to create [[NPC|NPCs]] and other story events, including cutscenes. However, most puzzle rooms will do without any of these, and many architecture contest entries include no scripting.
* [[Self -Imposed Challenge]]: What usually happens if a room provides too many resources or if players get bored or think a level set is too easy. There is an entire Challenges board on the forum. Highscore optimization also counts as this.
* [[Set a Mook To Kill A Mook]]: Usually averted, but the Adder and any other sworded monsters will play this completely straight - their goal is to kill the player, but any monsters in the way will also be killed.
* [[Sidetrack Bonus]]: Almost always present. Secret or side rooms can contain more difficult puzzles that count towards [[One Hundred Percent Completion]], or interesting plot events or snippets.
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=== Tropes in the [[The Verse|setting]]: ===
* [[Alien Geometries]]: The Eighth, the game world, can be best described as a pocket universe the shape of a pizza slice: walk onto another "slice", you're back where you started. Walk off the outer edge, you implode back into the center. {{spoiler|Dig down far enough, you fall into empty space and land back on the surface.}}
* [[Armor Is Useless]]: Smitemasters explicitly go without any meaningful armor, trading it for speed and mobility. For all the armor any friendly or enemy soldiers have, they are all [[One -Hit -Point Wonder|One Hit Point Wonders]] too. However, some monsters (wubbas, intact fegundos, segments of serpents) have invulnerability to swords, averting this trope.
* [[Beneath the Earth]]: The default setting for most dungeons, but from Architect's Edition forward it's possible to create settings that are more and more convincing aboveground locations.
* [[Call a Rabbit A Smeerp]]: Fegundos are always referred to as such within the game and forum, but they're clearly phoenixes.
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