Hello!
Here at Critical Studio we are full steam ahead in the design of Dungeon Master Mode.
For those who don't know yet, Dungeonland will feature a unique PvP mode where 3 players will play the role of the heroes in cooperative action gameplay, while 1 player will take the role of the evil Dungeon Master and try to kill the heroes (and unleash a lot of evil laughs while doing so).
You guys and gals probably played a lot of pen and paper RPGs with a DM that seemed more interested in killing you than telling a good story. You also probably played asymmetrical competitive board games such as Descent or Hero Quest.
With DMM in Dungeonland, we want to bring that asymmetrical gameplay. We want the heroes to have those feelings of tension, of not knowing exactly what cards the villain still has up his sleeve, and of uniting against a single foe - "we can do this!".
We want the Dungeon Master player to feel powerful, to watch over the tiny heroes lost in those corridors and think "let's see how they'll handle THIS", to do something weird and surprising and have a good laugh while watching the heroes panicking!
So what do you want? How can we make DMM better? What do you think is important?
Here at Critical Studio we are full steam ahead in the design of Dungeon Master Mode.
For those who don't know yet, Dungeonland will feature a unique PvP mode where 3 players will play the role of the heroes in cooperative action gameplay, while 1 player will take the role of the evil Dungeon Master and try to kill the heroes (and unleash a lot of evil laughs while doing so).
You guys and gals probably played a lot of pen and paper RPGs with a DM that seemed more interested in killing you than telling a good story. You also probably played asymmetrical competitive board games such as Descent or Hero Quest.
With DMM in Dungeonland, we want to bring that asymmetrical gameplay. We want the heroes to have those feelings of tension, of not knowing exactly what cards the villain still has up his sleeve, and of uniting against a single foe - "we can do this!".
We want the Dungeon Master player to feel powerful, to watch over the tiny heroes lost in those corridors and think "let's see how they'll handle THIS", to do something weird and surprising and have a good laugh while watching the heroes panicking!
So what do you want? How can we make DMM better? What do you think is important?