Super Dungeon Tactics is the late 2016 release from Underbite Games. Created in partnership with miniatures design company Soda Pop Miniatures and board game maker Ninja Division, the game draws from the tabletop lineage of its patrons to build a vibrant, turn-based fantasy.
At first blush, Super Dungeon Tactics feels like a game for the young at heart. Calling back to the earliest of turn-based strategy titles, players are set in a world of bright colors and chibi-like sprites. The starting heroes, a dwarven warrior and an elven mage, are enthusiastic and excited about their battles.
Honestly, I did zero background on the game before booting it up. When I realized it was a turn-based strategy, I immediately began to compare it to The Banner Saga. That was unfortunate, given how different these games are. While the Banner Saga is a depressing, Viking-inspired tale of woe with roots in games like Oregon Trail, Dungeon Tactics is cut from a more upbeat, playful cloth.
The aesthetic reminded me almost immediately of early Final Fantasy games or, perhaps, the Legend of Heroes Franchise. Dialogue is often between two or more colorfully animated portraits with a shifting array of facial expressions. However, the actual game world and combat stages are nicely computer rendered.
Once you’re situated, the player gets to develop a guild as part of the broader mission to save the fantasy world of Crystalia from the forces of darkness. That mechanic includes several unlockable heroes who can be equipped, developed and deployed for your missions. While not ground-breaking, I did enjoy the ability to name my heroes. I couldn’t resist at least a slight grin whenever a character referred to my mage, KayFlay, or my dwarf, Post Malone.
Rounds of combat are punctuated with random dice rolls that do something good or bad to your heroes. For example, a dice roll may give the player +1 health, which can then be applied to the character of their choosing.
The game is technically proficient, though not perfect. The music is exactly what you would expect; though I had trouble recalling what it generally sounded like once I walked away. The extended prologue can be a bit of a slog, but does a solid job walking players through party play and environmental interactions. Both I and a friend sampled Super Dungeon Tactics, and if we had a single complaint, it was menu organization. Mission setup can feel tedious and, even within the game itself, button clicks are cumbersome. For example, the tutorial instructs you to drag your character to a location rather than click the square you want him or her to move to. After dragging, the game confirms the move. Alternatively, there is an unstated option to double click, but this causes the character to complete the move without confirmation from the game.
Dungeon Tactics also appears not to be optimized for touch screens, but players can still paw clumsily around. This is a non-gripe, as it doesn’t really take anything away from the experience, but touch controls would have opened some interesting possibilities.
Overall, Super Dungeon Tactics is a great pick. Solid gameplay and a vibrant setting make for an adventure that feels both a bit like a board game and an heir to the classic turn-based strategies of old.
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The Cool Ship was provided a copy of Super Dungeon Tactics for review purposes.