Dungeon crawling is all the rage right now, from the randomised charm of countless roguelikes to the hardcore theatrics of Bloodborne.
Such games are difficult by their very nature, but never has simply moving through dungeons been as excruciating as in Dungeon of Madness.
Your knight hero auto-runs, and it's up to you to hastily map out a path for him (or her) by rotating oddly shaped tiles, rather like the classic Pipe Mania.
The added pressure of having to slot these paths together to intercept enemies adds to the pressure, as does the time constraint that sees indestructible death monsters spawning if you're not quick.
Also, tapping on a tile while an enemy or your knight is on it will bring up and info screen rather than rotating the tile, and it's hard to predict where some tiles will send you.
Dungeon of Madness is a neat idea, but it needs to declog its pipes of frustrating elements.
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