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Tangledeep

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원문 · 영어Enter the magical world of Tangledeep, a beautifully polished dungeon crawler inspired by classic 16-bit RPGs! Colorful characters, a unique job system, tons of skills, items, and diverse environments with deep, turn-based roguelike gameplay. A different adventure every time you play!

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플레이어 의견 요약

원문 · 영어A 16-bit-styled, turn-based traditional roguelike/dungeon crawler by Impact Gameworks with a job system, pet taming and a town hub, with an optional no-permadeath Adventure Mode.

원문 · 영어Tangledeep is well regarded: Steam shows Very Positive (about 82% of ~1,490 reviews positive), Metacritic critics average 79 from 7 Switch reviews, and GOG lists about 78 on OpenCritic with 100% critic recommend. Players and critics praise the pixel art, Andrew Aversa soundtrack, mix-and-match job system and flexible difficulty, and often call it a hidden gem and a friendly entry to traditional roguelikes. Detractors find it shallow, easy or a grind for veterans, and find the controls, tutorial and run length rough. Metacritic user score is a middling 7.4 on only 25 ratings. It is a full release (Feb 2018) with paid expansions (Legend of Shara, Dawn of Dragons) and Steam reviews are still arriving in 2026, so it still has an audience; I did not find evidence of it being abandoned, but did not verify current patch cadence.

플레이어가 칭찬한 점

  • 원문 · 영어Polished SNES-era pixel art and an acclaimed soundtrack (composer Andrew Aversa with guest composers) that reviewers repeatedly call captivating
  • 원문 · 영어Job/class system with about 12 base jobs where you can mix and match abilities and passives via multiclassing, giving lots of build freedom
  • 원문 · 영어Very customizable difficulty: four difficulty tiers including a no-permadeath Adventure Mode plus 10+ optional modifiers; praised by GameCritics as something more games should copy
  • 원문 · 영어Approachable for roguelike newcomers while still offering depth; several players call it a cozy, chill traditional roguelike
  • 원문 · 영어Large amount of content: side areas, quests, item dreams (mini-dungeons to upgrade gear), a town hub, farming, pet taming and breeding; one player logged 192 hours without seeing everything
  • 원문 · 영어Good controller support plus fully rebindable keyboard controls; players say it plays well on gamepad and the Switch version gets long playtime

플레이어가 비판한 점

  • 원문 · 영어Top-voted negative review (12 votes): beautiful art and good music but 'a whole lot of unmemorable stuff in between'; never reaches its potential
  • 원문 · 영어Combat and build depth felt shallow to veterans: few enemy types, skills maxed out early so tactics stop changing, equipment rarely changes how you play
  • 원문 · 영어Generally too easy for experienced roguelike players, who say a no-death clear in one attempt is plausible (while Nintendo Life cautioned difficulty spikes for newcomers)
  • 원문 · 영어Clunky interface and controls per several players: unhelpful default keymapping, menus described as convoluted, and movement described as clunky
  • 원문 · 영어Tutorial is thin and mostly leaves players to figure mechanics out
  • 원문 · 영어Late-game gear selection becomes a slog, with strategies dictated by RNG loot and lots of unusable drops for your class
  • 원문 · 영어Some feel it does nothing better than its genre predecessors and lacks the creativity and humor of games like Dungeons of Dredmor
  • 원문 · 영어Music cannot be turned off until after character creation, cited as a UX annoyance
  • 원문 · 영어No character customization beyond class choice (4 votes)

차별화된 특징

  • 원문 · 영어Capture-and-breed pet system: catch monsters, keep one fighting beside you and breed them in a Monster Corral
  • 원문 · 영어Job system with free class switching (for a fee or free) and cross-class ability mixing, reminiscent of JRPGs
  • 원문 · 영어Item Dreams: random mini-dungeons you enter inside an item to strengthen it, a Disgaea-like idea
  • 원문 · 영어SNES/JRPG-flavored presentation with town hub, farming, banking and shared progression between characters, blending roguelike with Mystery Dungeon and classic RPG feel
  • 원문 · 영어Adventure Mode without permadeath alongside a hardcore mode, plus a heavy modifier menu and challenge leaderboards

의견이 갈리는 점

  • 원문 · 영어Difficulty: newcomers and some critics report spikes, while veterans find it easy and never close to dying
  • 원문 · 영어Depth: fans see great build freedom via multiclassing, detractors say abilities are basic and multiclassing is unnecessary
  • 원문 · 영어JRPG-adjacent style and pet/farming features read as charming to some and as distraction from a pure roguelike to others
  • 원문 · 영어Permadeath pacing: long hardcore runs are praised for stakes by some and called unfulfilling by others

반복과 부담

  • 원문 · 영어Full runs are very long (one player reported 6-7 hours at best, up to 9-14 hours), so a late death feels painful
  • 원문 · 영어Catching pets is called a drag (GameCritics) and pets feel almost necessary for some players
  • 원문 · 영어Grinding for gear upgrades and sifting through lots of junk loot late in the game
  • 원문 · 영어Some players say winning favors patient defensive play rather than tactical skill, making long runs feel repetitive
  • 원문 · 영어Turn-based movement and menu navigation felt slow or unintuitive to some new players

기대하는 개선 사항

  • 원문 · 영어A better, more informative tutorial and clearer default control/keymap labelling (controller Start/Select confusion, WASD vs arrow keys mismatch reported)
  • 원문 · 영어More enemy variety and skills/equipment that change tactics rather than giving flat passive boosts
  • 원문 · 영어Cleaner menus and inventory UI; Steam reviewers called the interface clunky despite an unlimited text inventory
  • 원문 · 영어Fewer rough edges for ranged/melee play such as automatic weapon switching back to melee (one reviewer complaint)
  • 원문 · 영어Mitigations for run length and RNG punishment, since full runs are reported at 6-14 hours and a late death is demoralizing
  • 원문 · 영어More build-defining synergies so the multiclass system feels necessary rather than optional

원문 · 영어Launched on Steam Feb 1, 2018 at $14.99 (PC/Mac/Linux) and later reached Switch, where Metacritic's 7 critic reviews range from 70 to 90. Steam holds at Very Positive (82%); Metacritic user score is lower (7.4, 25 ratings) but the sample is tiny. The OpenCritic figure (78, 100% recommend) comes from the GOG store page, and I could not load the OpenCritic page itself. Expansions Legend of Shara and Dawn of Dragons add classes and content; the Steam store also sells two soundtrack packages. Reddit and Nintendo Life pages were blocked, and my web search quota was exhausted, so community themes rely on Steam reviews, the Steam community forum, GOG and critic pages. The Steam forum shows typical support threads (job trials, New Game+ bug, requests for GOG updates, Russian localization). Estimated copies: Steam owner range 20k-50k per SteamSpy data in the local file; the revenue calculator gave no copies figure.

보관된 제작자의 의견 1

자동 자막을 토대로 작성된 외부 요약에는 받아쓰기나 해석 오류가 있을 수 있습니다.

원문 · 영어Tier list Part 1 (2023)

원문 · 영어Tangledeep is a turn-based, top-down strategy roguelike with a huge amount of systems and information. PepperHead played about 20 hours and enjoyed it early on, but found that returning to it felt impossible because of how overwhelming it is. He would only recommend it to a narrow audience who like heavy systems. He places it in low B tier.

제작자가 칭찬한 점

  • 원문 · 영어Enjoyed his time with it and was really invested early on
  • 원문 · 영어Enormous depth of systems and content
  • 원문 · 영어Players who master the rules likely feel fully in control, which he thinks must feel great
  • 원문 · 영어Dedicated fans clearly love it

제작자가 지적한 문제

  • 원문 · 영어Overwhelming amount of information spread over many screens
  • 원문 · 영어Barely any tutorial; throws the player in with everything at once
  • 원문 · 영어Hard to return to after a break; too much to relearn
  • 원문 · 영어Story and dungeon are the same every run, with the same text and bosses, which feels odd for a roguelike

설계에 대한 관찰

  • 원문 · 영어Traditional-style roguelike with a fixed plot that replays identically each run, which clashes with roguelike replayability
  • 원문 · 영어Depth and complexity are both its appeal for veterans and its barrier for everyone else
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