Game Info
Year
2015
Players
1-4
Age
8+
Complexity
2/5
Collection
Your Tier
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Description
A rogue-like dungeon crawler where players progress through 10 floors to find the Lost Pixel and escape with hundreds of randomly generated cards featuring items monsters heroes and spells.
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
Total mentions: 4
This page: 4
Sentiment:
pos 4 ·
mix 0 ·
neu 0 ·
neg 0
Showing 1–4 of 4
Video _zVLb3rpe5I
The Dungeon Dive Discussion at 12:06 sentiment: positive
video_pk 86026 · mention_pk 221766
Click to watch at 12:06 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Personal joy and nostalgia when revisiting a beloved game
- Sense of discovery and immersion when playing again
Cons
none
Thematic elements
- Adventure, exploration, personal enjoyment
- Fantasy dungeon crawl/adventure setting, exploration-driven questing
- Story-driven, immersive exploration with a focus on joy
Comparison games
none
Mechanics (from transcript analysis)
Mechanics unknown.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I can't stop making new episodes just to wait for the burnout to burn itself out
- take time for your mental health right now it's really really important
- it's just such a perfect game for me personally
References (from this video)
No references stored for this video.
Video hX5lVJXMurI
The Dungeon Dive Review at 2:39 sentiment: positive
video_pk 85995 · mention_pk 221668
Click to watch at 2:39 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- High replayability due to numerous cards.
- Significant variety and content in the base game.
- Good value proposition when considering the cost per card.
- Engaging randomness and unpredictable encounters.
- Fast gameplay, especially for shorter sessions.
- Highly customizable character builds and synergies.
- Low complexity with high randomness appeals to the host.
- Easy to relearn with a low relearning curve.
- The comprehensive rule guide on BGG significantly aids relearning.
- The game offers a lot of enjoyment without excessive overhead.
- The game is engaging and fun even without playing the full 10 levels.
- The host is confident it belongs on their top 10 list and would repurchase it.
- The game reignited the host's passion for the hobby.
Cons
- Expensive due to print-on-demand nature.
- Difficult to obtain for players outside the US.
- Lack of world-building, flavor text, and sense of place.
- Dungeon tiles are visually boring and lack variety.
- Can feel repetitive due to grinding, despite the timer.
- The game can become too easy without specific expansions or house rules.
- Some expansions, like Risk and Reward, might not be worth the time investment.
- The base game's rules allow for an excessive number of powerful artifacts, making the game too easy.
- The potion rule (drawing face down) can be unexciting.
- Component management can be tedious for some players.
Thematic elements
- Quest for a lost pixel in a forever changing dungeon
Comparison games
- Talisman
- Gloom of Kilforth
- Shadows of Malice
- Expolit
- Arkham Horror: The Living Card Game
- Secrets of the Lost Tomb
- Rogue
- NetHack
- Tangle Deep
- Forest
- Hades
- The Binding of Isaac
- Sea of Cud
- Fallen land
Mechanics (from transcript analysis)
- Card Drafting — Players may draft characters or other elements at the start of the game.
- Character progression — Characters gain experience points to level up, learn new spells, and unlock special abilities or powers.
- Deck Building — The game involves drawing from various decks such as monster, treasure, spells, and events, which are shuffled and used throughout gameplay.
- Dice Rolling — Combat and various checks involve rolling dice, with modifiers based on character stats, equipment, and spells.
- Loot System — Players find various loot including treasure, artifacts, gems, and potions, which can be equipped or used to power up characters.
- Press Your Luck — The Catacombs of Etheria expansion introduces a press-your-luck element where players spend energy tokens to progress through a card-based dungeon.
- Set Collection — Some treasures require collecting a full set to gain their full benefit.
- Tile Placement — Dungeon floors are constructed using randomly drawn tiles, including specific tiles like stairs down and special encounter locations.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- this series is designed to allow me to spend more time with more of the games that I already know that I love and that I already maybe kind of remember or know how to play and uh just will kind of helped me I think reignite some of my passion for this hobby that has been you I've been feeling a little burnout lately
- so many cards with so much replayability pricey but worth it if you love Dungeon Crawl games take into consideration how much you're really getting in the box and want something you won't be bored with within a month
- this game is a throwback a kind of an older design definitely it doesn't have role to move but you know I wouldn't be surprised if Peter when he was designing the game maybe thought about a rooll to move element
- dear designers when will you learn this simple thing gate the content by the game play to make it natural for players to choose your game over other titles to make a game content a carrot a magnet something that will lure players to reach for your game more than once
- there really is no World building in quest for the Lost pixel a lot of times in games I talk about a thing that I enjoy and that is feeling this sense of place this sense of time of feeling like I am playing in a setting that has a history well quest for the Lost pixel has none of that
- out of all of the rogu like style Dungeon Crawl board games and tabletop games I just don't think it gets any better than quest for the Lost pixel
- quest for the lost pixel time is ticking and the pixel is lost grab one of 15 Heroes this is just a base game here grab one of 15 Heroes and make it through this forever changing dungeon
- I felt this kind of responsibility this financial responsibility to people that I am recommending because it's so expensive and I'm confident that my recommendation of quest for the Lost pixel is sincere and it is it is true
- and so all right you guys well hey I hope you enjoyed this long re-evaluation of quest for the Lost pixel in the follow-up video we'll do some gameplay examples we will talk to you later bye-bye
References (from this video)
No references stored for this video.
Video Cy2qJ0Win1I
The Dungeon Dive Playthrough at 0:19 sentiment: positive
video_pk 85967 · mention_pk 221498
Click to watch at 0:19 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- The Paladin hero has good healing abilities at the start of each floor.
- The Terraformer sword provides powerful Earth elemental damage.
- The Dragon Helm offers significant defensive boosts and strength/dexterity enhancements.
- The Catacombs mini-game adds a fun pressure luck element.
- The host enjoys developing house rules and variants to add meta-progression and campaign goals.
Cons
- The chosen deity (Garrus, God of Balance) prevents attacking boss monsters, which the host had to evade.
- Forgetting to draw gems or use them strategically negatively impacted gameplay, particularly against the Wandering Monster.
- The 'grinding' event did not provide significant XP.
- The Hat of Wisdom did not combo well with the Paladin's strengths.
- The host acknowledges potential mistakes and forgotten rules due to filming and talking simultaneously.
Thematic elements
Comparison games
- Rogue Legacy
Mechanics (from transcript analysis)
- Action Points — Movement and exploration are governed by movement points.
- Boss battles — The host mentions defeating boss monsters as a potential achievement.
- Character progression — The host discusses leveling up heroes by gaining XP and choosing new spells.
- Combat — Combat involves rolling dice for attacks and defense, with options for physical and elemental attacks.
- cooperative play — The host mentions that some achievements would not have to be in a single game, implying cooperative or persistent play.
- Deck Building — The host mentions adding items bought with currency to a legacy deck for use in subsequent runs.
- Dice Rolling — Dice rolling is used for combat, evasion, and various event checks.
- exploration — The core gameplay loop involves exploring dungeon tiles, encountering monsters, and finding treasures.
- Mini-Games — The host highlights several mini-games within the game, including fishing, catacombs exploration, and a grinding mechanic for XP.
- Modular Board — The dungeon is constructed from modular tiles.
- Player vs. Environment (PvE) — The primary gameplay involves players facing monsters and environmental challenges.
- Resource Management — The host discusses managing gems, potions, and exploration tokens which convert to currency.
- Set Collection — One of the host's proposed achievements involves completing a set of treasure cards.
- Set-back Mechanics — Events like 'grinding' or 'poison fog' can hinder progress.
- Variable player powers — Each hero class has unique abilities and stats.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- I'm going to go for the Paladin I know I know playing a paladin how how rare for me but uh yeah I like that I like that being able to heal at the beginning of each floor
- The Terraformer it's a sword nice it boosts strength so strength is a good stat for us a d8 and it gives us 2 d8 Earth um an earth attack that is amazing this is awesome yes
- I love the catacombs I love pressure luck mini games
- The Brave Paladin is going to attempt to evade
- All these low attacks but that is enough to kill the P or to kill the uh the rats
- Never give up never give up you never know what's going to happen in Quest for the Lost Pixel
- It's always hard to keep track of things while you're filming and talking and that's kind of the reason why I don't do very many playthrough videos I just find them very difficult
- Random events are so cool in games
References (from this video)
No references stored for this video.
Video B9zmRMY6ISI
The Dungeon Dive Interview at 1:23 sentiment: positive
video_pk 85482 · mention_pk 219150
Click to watch at 1:23 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Highlighted as a standout dungeon crawl that would not exist without The Game Crafter
- Demonstrates the potential of print-on-demand to enable ambitious projects
Cons
- Noted as an expensive product, reflecting broader challenges of pricing in small-batch printing
- Shipping costs and international tariffs can impact accessibility
Thematic elements
- exploration and combat within a pixel-art world
- pixel-art fantasy dungeon crawl
- large-scale dungeon exploration with modular components
Comparison games
- Rogue Dungeon
Mechanics (from transcript analysis)
- Dungeon Crawl — cooperative exploration with encounter manipulation within a modular or predetermined map
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- "Quest for the Lost Pixel would literally not exist without the Game Crafter."
- "The Game Crafter is a one-stop shop for everything a game designer needs."
- "Make a good game. Make it small if you're getting started."
References (from this video)
No references stored for this video.
Transcript Navigation
Showing 1–4 of 4