It's a great laugh, as enemy waves begin to accompany the area attacks. I almost run a tracking attack into one of my squadmates, who bolts away from me in a panic. Some AOEs are static, while others follow all three of us or a select player. AOEs begin raining down, and my MMO-addled brain jumps straight into action. The most fun I had was easily the boss battle that the Amplitude developer leads us to. We had some moments of cooperation and discussion, but I was mostly floating around during my playthrough. Perhaps it was a consequence of being ferried around by a developer who knew the game far better than we did, but I wasn't doing a whole lot of exploration. But I was enjoying our run despite the co-op, not because of it. Her ultimate is incredible fun, and I pick up an electric two-handed weapon that melts every lightning-weak enemy bot in front of me. Cartie is fantastic to play, much better than the time I had with Fassie. We're regularly topped up with heals, letting us dive straight into battle. We round off the team with healer Shroom, another DPS, and head in. She's more of a DPS-leaning character, capable of stunning enemies, and becomes a blazing ball of fire for her ultimate. I go for the game's other newest addition, Cartie. It doesn't feel bad to lose, but we all switch up our characters for an easier time regardless. I regularly missed and ended up buffing myself instead, which was still a win but a frustration nonetheless.ĭying is a regular occurrence in Endless Dungeon's roguelite structure, and all three of us fall relatively early on in the run. Popping my ultimate when the gaggle of enemies began applying pressure could turn the tide of battle, but I struggled with aiming my buffing cocktails at my allies while I was in the thick of it. I also struggled somewhat with Fassie-although for the most part, the twin-stick shooting and direct control are great. I most certainly felt that in our first, healerless run. "The strategy starts in the saloon," he says, referring to Endless Dungeon's hub where you can create a lobby, upgrade heroes and tinker around with elixirs. But when I pose the same question to creative director Jean-Maxime Moris, he says it's "crucial" to the experience. I ask our assigned developer how important team composition is, and he says not particularly. We find no health pack generator, making things even tougher. With no healer and two inexperienced journalists at the helm, health is consistently low across the group. The first run is rough, to say the least. Don't have enough Food generators, you're screwed on health packs. Even then it costs Food, one of three resources that every run is shaped around. I'm told you can get more, but only if you're lucky enough to find a room that has a health pack generator inside. We get into the run and I notice we only have two health packs to share between the three of us. My other two co-op buddies choose DPS-oriented characters. I loved his characterisation, so he was my instant choice. He's one of the newest additions to Endless Dungeon, a suave bartending support who can lob cocktails at allies for a buff and start barfights as his ultimate. Resources are also pretty damn limited, especially at the beginning.
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