Swipe&slash through 60 levels of an action-packed underworld adventure!
Dungeons&Aliens, is a free to play mobile action game combining swipe&slash controls (proven effective on both aliens and fruit) and simple tower defense in one fun and colorful adventure. The players will battle a whole gallery of vile alien monsters from slimy grunts to floating, laser-wielding bosses, making their way from the heart of the Dwarven dungeons up to the surface, pushing back the invaders and defending civilians. There’s gold to be found on the way, powerful spells to acquire, and a whole underground realm to discover. With 60 challenging levels, varied fantastic environments and lots of light-hearted humor this one-of-a-kind title aims to give the player an entertaining gaming session whenever the heart desires.
Dungeons&Aliens is out now, FREE on the AppStore and Google Play.
Key Features:
• Fresh mechanics: Swipe&slash meets tower defense
• Hand-drawn, old-school storybook graphics
• Upgradable spells for spectacular destruction
• A comedic mashup of sci-fi and fantasy clichés
• 60 challenging levels to beat and to master
The story begins with three Dwarven mages returning to their homeland after a long and tiresome journey. All they anticipate is a hot meal, lots of mead, and a comfy bed. The last thing they expect is… an alien invasion! The ancient City of Dwarves, its vast dungeons, and the volcanic caves beneath it are engulfed in panic, chaos, and terror! The hasty Red Mage, the most daring of the trio, teleports himself into the deepest depths of the dungeons, planning to fight his way up. His fellows rush to his aid. As lasers and magic missiles cross paths, an epic war of two worlds ensues!
A word from the creators:
“We’ve had a vote in our team to decide if we should make another science-fiction game like Hyperide, or go full fantasy mode. We came to a draw, so it seemed like a natural choice to mash up both genres. Yes, Dungeons&Aliens is a weird sounding title, silly even. Then again – so does Clock Simulator, and the players loved it as much, as we enjoyed making it. At this point we’ve stopped asking ourselves ‘why’ and we’re sticking to ‘why the hell not’ – it’s more fun that way”. – says Michał Marzęcki, the studio lead.