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Dungeons of Dreadrock 2 review

Posted by Campbell Bird on January 3rd, 2025

When I started playing Dungeons of Dreadrock for the first time, I had no idea the amount of tricky surprises that were awaiting me. It was the combination of clever wrinkles as well as their novelty that made it one of my top games of 2022. With a sequel, though, how do you recapture that same magic? Dungeons of Dreadrock 2 has a few new tricks up its sleeves to keep veteran players on the hook, but I'm not sure any of the innovations here will win over any new fans.


Return to Dreadrock

The App Store description for Dungeons of Dreadrock 2 accurately describes it as "episode 2" of what now seems to be a series. This game takes the exact same look, feel, setting, and story of the original Dreadrock and continues pushing it forward.

In this game, you play as a priestess of the Order of the Flame and use your unique, magical skillset to solve 100 more puzzles within a different part of Dreadrock's dungeons. This means you'll still be scooting a hero character around single-screen, grid-based hallways, but you'll be taking advantage of powers imbued in your staff and other collectibles and items to solve increasingly intricate challenges.

More story, more action, more dread

With this in mind, Dungeons of Dreadrock 2 wastes no time getting immediately complicated in the ways that made the first game such a unexpected delight. On top of that, this game leans more heavily into its story, which both help flesh out the world but also provide nice breaks between stretches of puzzling.

By starting somewhat complicated, though, Dungeons of Dreadrock 2 seems like it has to find increasingly byzantine ways to stretch its mechanics in later stages of the game to feel like it's continuing to up the ante. While some of this results some of the same highs that made the first game world feel so real and controllable, there are also times where the envelope feels like it's pushed a little too far. Whether it's the limits of the game's single-finger control scheme, levels of abstraction that disrupt the otherwise grounded feel, or some combination of the two, late-game areas can feel hard to enjoy outside of appreciating their design on a somewhat academic level.


New players beware

If you are wondering at this point whether this game is for you, I'd say that if you enjoyed the first Dungeons of Dreadrock and saw it through to the end, then there's a lot to like in 2. Otherwise, I'm not so sure. In a lot of ways, the first game feels like a prerequisite to this one, to the point that a new player will likely have a hard time following the story or understanding game concepts that are more gently introduced in the original game.

All that said, Dungeons of Dreadrock 2 is very accommodating when it comes to figuring out how to move forward in it. Every level has multiple hints players can use at their discretion, with the final hint offer typically spelling out exactly what you need to do to reach the next place you have to get to.

The bottom line

I am still enamored with the way the Dreadrock games establish a consistent logic and tight scope to each and every one of their puzzles. Even when tasked with juggling what feels like a slightly unwieldy set of concepts in this latest game, there are still those magic moments where everything clicks and you spot a wild solution right away. Perhaps Dungeons of Dreadrock 2 could have done with a little less envelope pushing, but I am glad it exists nonetheless.

Lost for Swords review

Posted by Campbell Bird on December 13th, 2024




I play a lot of mobile games, but if you are a keep observer of my iOS gaming habits, you'll notice I spend a lot of that gaming time on my iPad. There's a lot of reasons for this, but none of them are particularly germaine to this review. I brought it up to underscore that when I say games like Lost for Swords are the reason I started looking for games to play on mobile devices to begin with, it carries an appropriate amount of added weight. This card game is quick, smart, replayable, and feels fresh despite being part of a genre that is arguably oversaturated at this point.





Decked out dungeons



Lost for Swords is a deck-building dungeon-crawler roguelike and wastes no time making itself stand out. Every dungeon consists of essentially three different decks: one for your hero, one for the enemy creatures, and one for the dungeon itself. After picking a hero and entering a certain tower, cards from each of these decks are played onto a 5x5 grid which creates each individual floor of the dungeon.



Whichever hero character you choose is also played down on the grid and you can tap to move them between empty spaces or into cards to interact with them. For your own cards, typically interaction means equipping gear or activating spells/abilities, whereas tapping on enemies initiates a fight. The entire game is turn-based but each card interaction counts as a turn, making Lost for Swords just as much about deckbuilding as it is about managing space and combat tactics.



Wild cards



On top of the novel mechanics for card-based navigation, Lost for Swords also has no qualms with creating cards, items, and dungeon setups that are off-the-wall. The game's excellent tutorial stages for each hero type do a great job of showing examples of these interactions and how they can be leveraged to their fullest. This in turn makes every run feel like it's brimming with potential to take one or more unconventional paths to victory.



As a quick example, one of my runs as a wizard put me in a situation where I could essentially deal an unending loop of fire damage to enemies, but to get to that point I had to ditch any and all armor cards entirely and be careful not to catch myself in the radius of my firestorms. I also only finalized this deck setup right around the same time I reached the end of the tower I was fighting, which is another thing worth celebrating Lost for Swords: Its sense of pacing is such that you almost always reach pinnacle deck strength right around the time you're facing off against the boss.




Feeling the dealing



This pitch-perfect pacing feels especially satisfying given how easy to play and track any given run of Lost for Swords is. In addition to having extremely mobile-friendly layouts for both portrait and landscape play, the game also has useful tools for inspecting cards and undoing accidental moves. The entire design of the game also has a pronounced, tactile quality to the point that it feels like a game you could play with physical cards. There's very little in the way of abstract or hidden mechanics, and things like equipment collections, card replacements, discards, etc. are constantly shown on screen so you can always keep tabs on the game's upkeep (and bend it to your advantage).



Lost for Swords is a free-to-download game so you can try it out before deciding to pay $ 4.99 once to unlock the whole experience. In playing for this review, I tried it on both my iPad and my phone and ended up sinking much more time into it on my smaller device. Something that would be a nice addition to the game would be some kind of iCloud syncing so your progress can continue between devices, but given the one-off nature of runs in Lost for Swords, this isn't a huge deal.



The bottom line



Just when I think there is no more to explore or uncover in the realm of card-based roguelikes, something like Lost for Swords comes along to prove me wrong. Its fresh approach to deck-building and dungeon-crawling is as friendly and manageable as it is elegantly designed and carefully balanced.


Children of Morta review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on October 24th, 2024
Our rating: starstarstarhalfstarblankstar :: BERGSONS AND BUGS
It is a testament to the quality of this dungeon crawler that it stays compelling within the confines of this poor mobile port.
Read The Full Review »

Loop Hero review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on May 2nd, 2024
Our rating: starstarstarstarblankstar :: TARNISHED BY TIME
In the loops of time since release, this novel dungeon-crawler has lost some shine.
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Demeo review

iPad App - Designed for iPad
By Campbell Bird on December 19th, 2023
Our rating: starstarstarhalfstarblankstar :: A DIME A DUNGEON
For the asking price, I’d want a little more variety in a dungeon-crawler.
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Legend of Keepers review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on June 1st, 2023
Our rating: starstarstarblankstarblankstar :: LIGHT WORK
This reverse dungeon-crawler doesn’t quite know how to make its systems fit together in ways that satisfy.
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Roundguard review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on April 25th, 2023
Our rating: starstarstarstarhalfstar :: ARCADE GEM
This puzzle-y, arcade-y roguelite makes dungeon-crawling a relaxing but surprisingly deep experience.
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EverCrawl review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on October 21st, 2022
Our rating: starstarstarblankstarblankstar :: CRAWL FOREVER
The best roguelites encourage replayability. EverCrawl demands it, and doesn’t feel great as a result.
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Dicey Dungeons review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on July 8th, 2022
Our rating: starstarstarstarstar :: TOUCH & ROLL
The brilliant dice-based roguelike from 2019 has finally graced the App Store and it’s just as good as it was then, if not better.
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Vivid Knight review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on March 9th, 2022
Our rating: starstarstarstarhalfstar :: CHIBI CRAWLER
This roguelite borrows ideas from auto-chess to create an experience with the combat depth of a full role playing game condensed into a tiny but mighty package.
Read The Full Review »

Dungeons of Dreadrock review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on February 14th, 2022
Our rating: starstarstarstarhalfstar :: DREAD ROCKS
This dungeon-crawler lulls you into a false sense of familiarity before giving way to some of the most playful and creative puzzle challenges the App Store has to offer.
Read The Full Review »

RPG Overrogue review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on January 20th, 2022
Our rating: starstarstarstarblankstar :: DEVILISHLY DERIVATIVE
Overrogue finds a way to blatantly rip-off a lot of good ideas and still somehow feel fresh and fun.
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Shattered Pixel Dungeon review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on August 31st, 2021
Our rating: starstarstarstarblankstar :: RUNS OF RANDOMNESS
This pixelated dungeon-crawler has a huge amount of variety, for better and for worse.
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SNKRX review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on July 2nd, 2021
Our rating: starstarstarstarhalfstar :: AUTO-CHESSSSS
SNKRX is a roguelike dungeon-crawler modeled after the classic game of snake that makes great use of auto-chess systems to keep it always feeling fresh.
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Dungeon of the Endless: Apogee review

+ Universal App - Designed for iPhone and iPad
By Campbell Bird on March 16th, 2021
Our rating: starstarstarstarblankstar :: ENDLESS STRUGGLE
Dungeon of the Endless is so good that it’s somewhat worth fighting through bugs and control issues to play this otherwise complete version of it.
Read The Full Review »