Dungeon of the ENDLESS™

Dungeon of the ENDLESS™

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Griever Feb 15, 2014 @ 4:06am
Tips for noobs?
So I just got the game. Tried it for awhile and it is pretty challenging. I was just wondering in all the time you've played are there helpful tips to consider?

Like:
Infrastructure>Food?
Most effective offensive options?
Spread out turrets vs turret nests?
Choosing what rooms to power?

I'm just brainstorming on some things I was wondering. You dont have to necessarily address these.

Thanks in advance!
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Little Strawberry Feb 15, 2014 @ 7:32am 
I haven't played much of the game and I only got to like the 5th floor with about 100 doors, so this is just going to be my observation as a newbie.

Originally posted by shime:
Infrastructure>Food?

Regardless of which you will build, the price will rise for both, so I think at the beginning it's much better to alternate each time you build X until later where you don't need much food. But I think rushing food for heroes or industry could be legit strategies too.

Originally posted by shime:
Spread out turrets vs turret nests?

You're making the best use of your power, resources and support buildings by just filling out rooms. Later it's just important to make a ton of those because there will be too much enemies that you can't burst down with just one or two rooms filled.

Originally posted by shime:
Choosing what rooms to power?
Only your bare minimum? Just remember you can always power up and power down rooms at will. So if you want to max out resource gain you power up all the rooms with resource constructs and while your character is opening the door you can remove the power from those rooms and distribute power to rooms where you don't want monsters to spawn. Since the first tick is your income and the second is going to be where the monsters are going to spawn. But creating choke points with it is your best use.
Griever Feb 15, 2014 @ 12:09pm 
Awesome input! Another thing that helped was having someone with a speed buff. That helped get the crystal out to the next level with relative ease.

Question: Do enemies spawn from unpowered rooms only? If so then would it be better to try to go as far as you can in one direction until you hit a dead end? So that they would only come from one direction making it more predictable? I read somewhere or watched a youtube vid that said they ONLY spawn from unpowered room but I could be wrong.
achus93 Feb 15, 2014 @ 6:37pm 
Originally posted by Little Strawberry:
I haven't played much of the game and I only got to like the 5th floor with about 100 doors, so this is just going to be my observation as a newbie.
5 levels? i thought its only till the third level,
i'm new here, so how many levels are available in the alpha build?
Dangeresque Feb 18, 2014 @ 2:48pm 
heres a tip dont die, ok joke aside. here is the real stuff.

-door progression: often times at level 2 there are 2 - 3 starting doors. pick one side and commit to it. you will find some very good defencive shoke points. these are obviously your main choices for defence. hero enhancing defencive structures are best at higher levels, but early stick mainly with towers. (to ease a burder you can light a room ahead or two, and fill it with turrets to hurt MOBS as they come to you( remember to repair EVERY TIME))
As you get more Dust have your heroes open the other doors. You cna do this several ways. i have my heroes give me the boost fomr modules then as soon as i get my boost run over to assists clearing the room whie the door is still opening. and clear it. Light it and progress down the other path(the defended one) tell you have enough Dust to open another door. you can do this tell you find a choke point in the other direction, after that you may freely open doors(some times you get forced into this with a unantisipated early dead end.

-Module choices: i like to at lvl 1 first module always red. sometimes my second is red, but usualy i get the green second. by the end of level 2 you should hae some hero upgrades, becasue the crystal run will kill you other wise. aspecially lvl 3 & 4. so a good ballance of what you NEED from red modules and what you MIGHT need from green. always ahve suficiaent to build a new modul and some turrets when you are looking for a new choke point. and NEVER lvl up a hero unless you have enough food to heal atleast once. i usualy focus on entire Level almost completely on food for hero levels(assuming i have enough from the previous level i can focus 100% on food production) while exploring try to keep about 30 - 40 food to hire new heroes tell you have 4, then only lvl up.

you are probably doing realy good, keep it up. just a few minor tweeks here and there and i bet you could get to lvl 6 in no time. there are different ways to play. i dont know lots of the stratgies. go find em out!
Frogomat Feb 19, 2014 @ 1:31am 
> Infrastructure>Food?
In my opinion Food > Industry. The first thing i build is always a major Industry Module, but after that i build 2 - 3 major food modules. After that if consider building another industry module. It also depends on the layout of the dungeon.
>Most effective offensive options?
Clearly you heros. They are way better at killing monsters than any turret right now. The only thing is, they die very fast. So give them a bit support with defence modules.
>Spread out turrets vs turret nests?
Nests! In the early levels there are little crystal monsters that can attack minir modules. If you have only a few turrets in a room the have an easy time destroying them. These creeps only spawn in level 1,2 and maybe 3 right now.
>Choosing what rooms to power?
If you want the monsters to come in a line to your chokepoint, power all the rooms behind one door. Try to power a whole area that no more monsters come from that side. So your heros can defend somewhere else.
>Do enemies spawn from unpowered rooms only?
Yes. Enemys cannot spawn in powerd rooms.

My Number one tip for all players: Use the space bar to pause the game, look around and make dicisions
Ail Feb 19, 2014 @ 11:15am 
About the choosing of rooms to power:

I use different setups for this during defense and door-opening.
You usually will not want to fight at places where your stuff is. So after the waves have spawned unpower a module-room in your backyard and power that fortress room on your front.

Sometimes you have ugly holes in your powered area with nothing worth powering. It oftentimes is better to use a low-wit-hero to go there and prevent monsters from spawning there instead of building defenses around it.

As Killerfrog says: Nests are way better than spreading out. With enough experience you can tell which locations are most suitable for that and which rooms can be completely defenseless.
KazuhiroRiko Feb 20, 2014 @ 11:18am 
i get stuck on lvl 2 the monster over power my team, what can i do besides lvl and get gear?
DeepwellBridge Feb 21, 2014 @ 1:40am 
Originally posted by Jak010291:
i get stuck on lvl 2 the monster over power my team, what can i do besides lvl and get gear?

Try and find a nest or "kill room" as I like to call it. This would be a medium to large room very near your power cube. Drop as many support buildings as you can in this room. I prefer going with buildings that gives you a stronger offense first. Next I add some defense. If don't have any support buildings then I just drop a bunch of turrets.

The best "kill rooms" have a few wings that can be lit and used for modules. If you can, try not to put a module in the kill room itself. It will most likely get destroyed by the large crystal monsters. Not saying you can't put a module there (I've been forced to do it a few times myself). Just know that if you do then you are taking a calculated risk. The questions you should ask: how much will this module cost? Can I at the very least recoup this cost before it is destroyed?

Now you need to lead all of the monsters to this kill room. Make your fastest character a scout. Sort of snake your scout through the level (meaning: wherever possible, open doors so that the rooms form a hallway). When you gain enough dust, start lighting up the rooms along the hallway and then scatter a few turrets to soften the monsters up.

Since this is only level two you need to calculate how many turrets you will need. Be careful and cautious with your industry. Be sure to save some for the next level... now that I think about it, I usually create enough industry in level 1 that I hardly need any industry modules in level 2. I focus on making food so that I can level my characters up. It is only towards the end of level 2 that I start hording more industry with modules.

When your scout opens a door, your other characters should be on a module boosting your resource gain. Once that door is open, send every character to the kill room and wait for the monsters.

If there is a door beyond a module-filled room, try to ignore it as long as possible.

Remember, it's all about snaking up those hallways and forcing the monsters to come to you along a single path. Given the random nature of the game, this isn't always possible but it is a goal that you should aim for.
Last edited by DeepwellBridge; Feb 21, 2014 @ 2:08am
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Date Posted: Feb 15, 2014 @ 4:06am
Posts: 8