Desktop Dungeons contrasted to other Tower of the Sorcerer-likes
Really, Tower of the Sorcerer spawned a mini-genre. In addition to DROD RPG and Desktop Dungeons, there’s DungeonUp, which I haven’t mentioned before — I got it from some bundle a while back and played it blind, and found it a delightful little variation on the now-familiar theme.
I imagine there are other examples of TotS-like out there that I haven’t discovered, and if anyone reading this knows of any, I’d like to hear about them. The defining characteristics of the mini-genre are, to my mind, passive monsters that stay still, possibly blocking passageways, until killed or otherwise acted on, and deterministic combat based on the formula “damage = attack – defense” or something similarly simple.
Beyond that, there are some notable similarities between TotS, DROD RPG, and DungeonUp that Desktop Dungeons is notable for rejecting. All three of what we might call the synoptic TotS-likes feature: Unlimited hit points, with healing potions simply adding to your current total like in Ultima 1; machines that let you purchase upgrades to attack, defense, or health for gold; multiple dungeon levels, with the benefits of health potions and upgrade machines increasing by level; locked doors in multiple colors, with corresponding keys. There’s no notion of experience or character levels, since their purpose is absorbed by health potions and upgrade machines. DROD RPG adds mechanics derived from DROD, including diagonal movement and facing rules. DungeonUp adds randomized dungeon layouts and adventure-gamish “Aha!” puzzles. But there’s so much shared foundation here that the games have fundamentally the same feel and tactics.
Desktop Dungeons, meanwhile, takes just the barest basics of TotS and runs off in its own direction with them. Some of what it does is adding back familiar RPG-isms like character classes and experience levels, but it doesn’t do this in a cowardly clinging to the familiar. It does it because of what they can add to the puzzle. For example, as in a lot of CRPGs, leveling up instantly restores your health and mana to maximum. This can be exploited! One of the game’s most basic tricks is hitting a tough monster a few times, then slaughtering something weaker to level up and get your health back, then resuming your previous fight. You can’t do that in the other TotS-likes, not just because they have no notion of leveling up, but because they don’t let you break away from combat. Once you start hitting something, you just keep on hitting it until one of you dies. There’s no reason for them to let you break away; the rules of those games provide no benefit for killing something halfway. DD provides so many reasons to do it, from healing to renewing your buffs to “I don’t actually want to kill it yet, I just attacked it because my weapon has a knockback effect that pushes it into a wall, and destroying walls pleases my god, and that gives me just enough piety for this boon I’ve been after”.