We are so used to playing as a ruthless hero, how often have you stopped to think about what it would be like to step forward as the enemy? Legend of Keepers presents this opportunity, and finally you get the redemption all villains crave. With a multitude of opportunities to slash and slay the heroes, you are tasked with protecting dungeons. A simple task, really. But it definitely doesn’t come easy. With dungeon crawlers rapidly becoming an overpopulated genre of game, Legend of Keepers provides a breath of fresh air.
The game begins with a pretty blank tutorial. Obviously with practise it is pretty easy to pick up controls, but the tutorial is VERY fast. There isn’t much to explain, but this definitely misses out some key elements to the game. Each ‘run’ of a dungeon carries over the statistics of the previous, but you are still presented with a clean slate to work with. As far as enemies and tools are concerned.
Monsters on monsters on monsters
As a fan and previous DM for Dungeons and Dragons, I felt like I was revisiting old campaigns within this game. Taking on the role of wreaking havoc to heroes, there’s something so refreshing about villainy. Turn based combat controls each encounter, and you must think strategically about how to defend your place and treasure. You’re presented with three open slots to assemble your crew of criminals, and a wide variety of characters is available for selection. Depending on your room or location within dungeons, the roster reflects. There are different villains for different places, so it’s rare you’ll get to assemble the same group time and time again. Every time a monster is successful in defence you are rewarded. This reward can then be used to buy more monsters or traps to continue your success.
No method to your madness
Aside from defending deeply buried treasure, you do get some quality time with your cast. Each dungeon run (I am becoming extremely tempted to refer to this as a Rungeon.) lasts about two weeks. Not real life time, don’t you worry. But these ‘weeks’ tend to be spent with an assorted amount of tasks. In this time you can take your monsters to work out and gain skill levels, or give them a captured victim from the dungeon for a delightful boost of confidence. Like I said though, these tasks are randomly generated. So it is a little difficult to devise any sort of plan. Every six weeks a new hero shows up, letting you apply all your newly found skills.
Every time you encounter a new hero, you can choose from a select few in correspondence to what reward you seek. Aside from payment, you can also gain new traps. These are vital in refusing the glorious return of the heroes as they encounter your evil teams. But with high reward comes high risk. Heroes differ in level the same way you’d expect enemies too. So don’t bite off more than you can chew. Although an extremely powerful shiny new trap seems super inviting, you won’t be able to win straight away. As you’d expect from any dungeon crawler, you need to grind to get there.
As a whole, the first 10 to 15 hours of Legend of Keeps is extremely fun. Learning move sets and utilising each monster’s abilities is exciting and new. But once you’ve gotten to a certain point, there seems to be a sense of repetition. It’s definitely fun for a few hours at a time, and I’d recommend it to anyone who has enjoyed D&D in the past. So why don’t you try and play the opposition for a change?