A lot of games have been getting ported from mobile to bring them to a wider audience of gamers recently, and the Switch has been an especially strong haven for them. But some of them should have stayed where they were. Dungeon Rushers is one of those.
The story follows a hero, who is meeting characters who join his party on the way as he looks for treasure. The writing, which has been designed to make you laugh, suffers the same issue the rest of the game has, where it’s passable, but gets boring quickly.
Look, Dungeon Rushers isn’t an overly bad game; in fact, for the most part it’s a pass. The gameplay involves choosing a dungeon, and then you move your character token through the dungeon from a top down perspective. Every time you move your token to an available square, what was there is revealed. Sounds simple enough, right? This is the main loop of the game; is it a magical or technical trap, enemies, or treasure? If you land on a trap, you get to choose if you want to trigger it and take the damage or use one of your character’s skills to take the hit or defuse it. Finding objects to interact with can yield treasure, a buff enchantment, or a curse.
Then there are the enemy encounters. This triggers a simple turn-based battle system, which can vary massively in difficulty. With a list of turns at the top of the screen you can prioritise who to attack, using varying skills. These encounters can be wildly inconsistent, and a brutal enemy can mean you need to go back to older dungeons for boring grinding.
For the most part, this game-play is passable with solid mechanics. The issue it has is it is boring. Within a couple of hours, I was bored and only playing it for the sake of playing it. There is no unique hook, no quirk, nothing that makes you overlook its simplicity; just nothing.
There is levelling progression, and crafting new equipment for your characters, which again is solid, but boring. On mobile I could absolutely see the game having more value, as you can play a dungeon on the go to eat up some time. But on a console, as the main event with your undivided attention, it does nothing to entertain.
For the first few hours, my experience could be summed up with one word: meh. And you’re wondering, Blair, why the low score? Ah my friends, but then the bugs and crashes started happening. There were minor bugs, such as in battle after a character attacked, their menu stayed open until it was another one of my character’s turns. A minor annoyance, but still. The crashes, though, are the unforgivable evil that Dungeon Rushers brought with it.
Now, in the game’s defence, it does seem to keep an auto save going in dungeons, so a crash doesn’t necessarily lose all your progress, but I lost a lot, many times. I experienced nine crashes in a single dungeon, including redoing the whole thing from scratch, or doing another one and returning, to have another crash.
This was my final straw with Dungeon Rushers. It’s an average game, but the nail in the coffin is its technical issues. Mobile ports should run better on consoles, not worse.
So, thanks Dungeon Rushers, but yea nah.