Role-playing game developers solve UI problems on mobile platforms in different ways. Some put touch sticks, others reduce any interaction with the world to a single click, others combine hardcore mechanics with seemingly incompatible game genres.

It is clear that in the first case, users suffer who are forced to treat their smartphone as a gamepad, which the first, to put it mildly, does not have. In the second case, players are faced with a forced simplification of the gameplay, and this is not always good. So the third option seems to be the most sensible, in which Infinite Interactive became a pioneer six years ago by releasing Puzzle Quest, a serious RPG with the match3 combat system.

Dominic Duchesne, the author of the new, not yet released Dungeon Plunder game, followed a similar path. Taking as a basis the genre of “bagel” (NetHack, to some extent Wasteland and Diablo) with travels through randomly generated dungeons, loot and the whole three classes, Duchain introduced a slot machine as a combat system. This, of course, is unlikely to save the budget project as a whole, but as an idea, it is curious.

Why? Now, in terms of genre, there is a certain stagnation in the market. Experiments in terms of even mixing traditional mechanics are just what many projects lack. 

Dungeon Plunder will appear in the App Store tomorrow, March 6. 

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