When Netflix announced plans to release mobile games as part of the standard subscription service, I got a little excited that finally, I might find some curated games without ads, in-app purchases, or annoying gameplay meant to coerce me into buying items to speed up the game. I’ve now played 6 games, and with few exceptions, I’ve dropped them all the same day I installed them. They may no have ads or in app purchases, but they are all still set up to run almost exactly like freeware games. I expected a similar result for Dwarven Dungeons, mainly because it’s an idle clicker, and I tend to lose interest quickly in games that pretty much play themselves. Instead, I stuck with this game for around a week and a half before rage quitting and deleting it.
In theory, it’s not a bad game, and even makes some improvements on the idle clicker formula. The story goes that a great evil had invaded the homes of the Dwarf kingdoms, and now five brave warriors have volunteered to reclaim their lost homes. That’s the whole plot, and gameplay is similarly easy to explain. Each of the five dwarves is armed with a pick axe and a weapon. The pick axe is for busting rocks, and the weapons are for the monsters rooming the halls of each dungeon. In order to progress to higher levels, the dwarves need to be leveled up with gold, minerals, new weapons and new armor, which are found in every dungeon by breaking open treasure chests. Lastly, in addition to weapons, each dwarf has an elemental spell that can be upgraded to extend its reach as well as multiplying the damage it can do. The dungeons are randomly set up with a number of rows that must be cleared, at which point you can choose to press a button to go to the boss, or keep mining for gold and loot to raise your team’s power levels.
That’s the whole game right there. It’s a dumb premise, too. This great evil you never face decided that the best use of all this subterranean real estate was to pack it full of rocks, the occasional monster, and random treasure chests full of loot only fit for his enemies. But hey, game logic rarely tries to make even a lick of sense, so let’s just run with it. Or crawl, mostly, because the pace of every dungeon dive quickly turns tedious. Continue reading