
Furthermore, because even the smallest change requires another thankless run-through for validation purposes, you're inadvertently deterred from the constant tinkering and experimentation that the mechanics seem to want to encourage. What's more, your intended layout must be validated by having you play through it yourself - but while that certainly ensures that none of the castles that you crash are impossible to beat, some of them feel rather mean-spirited. To ensure that all castles are created playable, every trap and monster has a defence cost that counts towards a point-cap determined by your castle level. "It would be more accurate to call it The Myriad Diversions for Incremental Upgrades, but perhaps that domain name was already taken." My current castle is guarded by some very angry birds. Instead, you opt for the tactic employed by the majority of others: chucking as many monsters and traps as you can into a single room in the castle, in the hope that the resulting mess will prevent those that come knocking from reaching the castle-heart and securing a portion of thy riches. The mechanics are right but the focus is wrong.Īs such, you spend less time than you should pondering the most interesting room layout or considering how the abilities of powerful melee minions complement their defensive and ranged counterparts. However, Mighty Quest's slightly skewed priorities mean that this rarely happens - because instead of being rewarded for building a castle that's fun to play, you're penalised for allowing would-be plunderers to breeze through too smoothly. Many of the levels you'll undertake have been created by other players and while you're bashing down the door to their treasure rooms you could be reflecting on what worked, what didn't and what you could adopt in your own castle. In theory, this neat, self-perpetuating cycle could work well - informing players of what makes for the most interesting and effective castle design by forcing them to play through many others. As your character grows in power, stature and riches, so you unlock new expansions for your castle, summon increasingly powerful minions with which to protect it and build a host of upgradeable services to brew potions, smelt gear and otherwise aid your own ongoing excursions. In the second part of Mighty Quest, you spend the gold and life force that you earn through these raids to outfit your own castle with various traps and monsters against which other players pit themselves.


Just four skill slots and a lack of alternate load-outs make for some tired repetition during combat.

Your choice of hero largely dictates your gameplay style, taking in melee, ranged or crowd control, while your performance rating and spoils earned from each level are primarily determined by you speed and killing efficiency. Movement and combat are predominantly mouse-driven, while up to three abilities and one set of healing potions can be assigned to keyboard shortcuts. In the first, you guide one of three irreverent heroes (four, with micro-transactions) through countless castle raids, collecting XP, in-game currency and loot. So The Mighty Quest for Epic Loot it is, and it's a game that's split into two discrete but nonetheless intertwined parts. It would be more accurate to call it The Myriad Diversions for Incremental Upgrades, but perhaps that domain name was already taken. Meanwhile, loot drops are frequent, but the weapons, armour and accessories are usually only a little better than those you already have.

Its predominantly user-generated levels come in the form of floating castles in the sky - each with treasure to be plundered, monsters to be slain and traps to be evaded - but those whose designs are too dull or too repetitive are as common as those that are just right.
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Just into open beta, this free-to-play game from Ubisoft Montreal feels less like one coherent whole than it does a series of bite-sized challenges suffering from Three Bears syndrome. The Mighty Quest for Epic Loot is a hack-and-slash dungeon-crawler with aesthetic flair and a castle defence title with earnest charm - but its playful title is something of a misnomer.
