Dungeon Hearts cover art

Dungeon Hearts

A fast match-based RPG testing rune-alignment speed and combo planning.

Here's the argument for where this game sits - disagree freely.
Match your experience?
EXECUTION6 /10READS1 /10VARIANCE4 /10OPTIMIZATION6 /10

the cheat-test profile

The four axes - the argument

Each axis is rated on its own - how far one cheat would trivialize the game here. They don't trade off; low on all four means the game is an experience, not a contest.

  1. Execution

    cheat: Aimbot - perfect inputs

    6/10

    Fast pattern-matching under the flowing timeline demands quick fingers

  2. Reads

    cheat: Out-predict an adaptive opponent

    1/10

    Enemies follow scripted attacks, not adapting

  3. Variance

    cheat: See what's hidden / map the RNG

    4/10

    Rune flow is randomized each battle

  4. Optimization

    cheat: A perfect solver / coach

    6/10

    Combo chaining and hero abilities reward planning

How to read this

Each axis is named by the cheat that would break the game along it. Execution is the hands. Reads is out-thinking an adaptive opponent. Variance is hidden information & RNG. Optimization is the solvable systems layer. A game's region is the top one or two axes.

These four aren't one rating split four ways - they're independent 0-10 questions. A 9 on one axis takes nothing from the others, and a game low on all four isn't missing data: it's telling you there's no skill here to cheat.

The basis is how the majority actually plays this game - not a niche mode or a personal run. For a game with very different modes (a story campaign versus ranked multiplayer), that's the version most people mean.

Game details

Released
2013
Developer
Cube Roots
Platforms
Linux, PC, Mac, WiiU
Modes
Single player
IGDB users
50/100
PuzzleStrategyIndie