Dungeon Village 2

Dungeon Village 2

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Great game idea, gameplay misses the mark.
I own this game on Switch, and while I love the premise of the game, I feel that the game gets in the way of the player's enjoyment of it.

Don't get me wrong, it's a cute game, and enjoyable for a time. But later in stages when there's a lot going on, the game will stop you for each and every single event. Every time an adventurer masters a class. Every time you hit a popularity multiple of 100. Every time a quest pops up. Each and every little thing that happens entirely stops the game and forces you to click through several dialog boxes.

It's frustrating. These notifications could have been left as background. There could be a small notification window that a new quest is available, but otherwise the game should keep going. But it stops, forces you to acknowledge the multiple dialog windows, and interrupts whatever you were trying to do in that moment until you do. And I don't mean just one notification. When you have all at once 5 adventurers mastered a class all at the same time, they completed a quest, you passed a popularity threshold, a new quest pops up, an adventurer wants a house, a new adventurer comes to town, and you earned a medal, and you have to go through ALL the dialog and selections for ALL of those events before you can do anything else?

I don't believe it's entirely necessary for the game to stop and force the player's input on each and every event. Is it REALLY so important that I absolutely HAVE to choose an adventurer's new class, or choose to let them keep the same class (still have to choose, the game won't go on until you give it some input on what to do), when I'm trying to rearrange the town after an expansion? I mean, I'm focused on rearranging a few dozen buildings, redrawing the pathways, and every step of the way the game is stopping me for one reason or another. It's immersion breaking, to say the least.

Let me just play. An adventurer isn't going to be hurt by getting an extra level or two in their mastered class before I can spare the attention to going through my list of adventurers and changing the classes of those that are mastered. Let me do that on my own time. The popularity thresholds don't need to pop up and stop the game. New quests popping up don't need to stop what I'm doing IMMEDIATELY to address it. Let me address things when I can get to them!

The exceptions are things that DON'T happen 20+ times in a game week. Boss events. Yearly ceremonies. The town earning a star. I don't mind the game stopping everything for important events that NEED attention. But the game stops everything for EVERYTHING. It takes so long to get through everything when a lot of events pile up on you, and then it's not long before everything piles up again. I'm too busy clicking through events and dialogs to play the game.
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Showing 1-8 of 8 comments
Mythophile Feb 13, 2023 @ 2:33pm 
I actually like this one better than the first because the end game difficulty wall is now a ramp. Also, new locations are sweet.
Last edited by Mythophile; Feb 13, 2023 @ 2:33pm
AzTech 2064 Apr 9, 2023 @ 1:17pm 
well, i have been playing it on my switch for a rather long time, 5 stared every zone, mastered every job on 40+ heroes, with the starting ones having multiple jobs on lvl 99, getting all town reward things and worldmap inhabitant things, and the only things that really got on my nerves, were the lack of a dedicated button for rotating houses, and the popups for every 100 popularity (exspecially since those are followed by either a medal or new hero visiting), but it would be fine if the first (the 100 pop one) would be gone... also the diamond currency tends to get really sparse at the end, at least if you want to equip everyone with the axe of the conqueror, even with 5 santas to half the price. but apart from that, everythigns fine. perhaps ad a X3 speed for the 4th zone onwards or something.
Oppenheimer May 10, 2023 @ 5:07pm 
Originally posted by Mythophile:
I actually like this one better than the first because the end game difficulty wall is now a ramp. Also, new locations are sweet.
This is what I was looking for. I loved the first one, played it to death on Android originally and never tried the second.
thegevin May 12, 2023 @ 3:46pm 
game looks basically be like a Fallout Shelter with different aesthetic. Is that a fair comparison?
kaori May 12, 2023 @ 8:42pm 
Wow theres a 2? nice. Hope theres more variety this time around, gameplay wise, seemed limited on 1.
AzTech 2064 May 15, 2023 @ 3:14am 
now since the game is out on steam, i have another problem with this particular release... the controls... on the switch is was not that bad, considering you could simply use the touch screen to rotate buildings... the pc version on the other hand is god awful when playing with mouse. your actual mousecurser is not displayed as an ingame mousecursor, and the ingame mousecursor is controlled with arrow keys/WASD. the problem comes when you try to build something... the building stays on the ingame cursor position (aka the middle of the screen) and the rotate button might block where ever you might want to build it actually. clearly there has been no effort put into an actual control sceme. it would have been so easy to assign a simple button for rotating buildings. pretty sad.
ShadowFox Feb 24, 2024 @ 11:08pm 
To be fair its a management and city building game not an idle clicker. The pausing is so you don't lost track of things and it all falls apart
ShadouFireborn Mar 13, 2024 @ 11:08pm 
So instead we're swamped with notifications and can't do anything.
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