Dance of Death is a flash roguelike game. You could be playing it right now instead of reading this review. While wonderfully portable you may need to agree few times to give it more storage on your hard drive. World inside is fully persistent and needs some space. It is divided into pieces just like wilderness map of ADOM. In DoD though, you can only move by going through borders of current area. Remember to use the ‘m’ap key to find the stairs to visit. Look for hints in your quest log. Finishing this dungeon means victory.
Skill based nature of Dance of Death makes creating right character crucial. Carefully tuning your attributes and skills can make the game a breeze. Lets take armor skill. The more heavy pieces of protective gear you wear the more it encumbers you. Up to a certain point decided by armor skill adding new parts will enhance your safety. Continuing above this threshold actually decreases your protection because burden makes you less capable of efficiently using your armor.
Hit point regeneration system is unusual. This does not happen automatically as time goes by reducing tedium of resting after every battle. Boring pillar dancing is gone as well. To heal you have to eat corpses. After a meal you will be revitalized for a short time. During this phase your health regenerates very fast. It is actually so quick there is no need to wait for hit points to reach maximum. Go find another monster or some new treasure. Revitalization is likely to end sooner. Unfortunate blow to this good design are never rotting monster corpses. With several in your pack you can munch some when in bad condition then run away a little while revitalization lasts and come back to finish wounded enemy.
Inventory takes a while to get used to if you have played roguelikes before. Hit ‘i’ to access it and when you highlight an item DoD will present you with number of actions you can take. Remember you need to eat not just to repair health. Bad things happen when your sustenance counter reaches zero. Overall a fine game with a strong coherent world but lacking in content due to still early development phase. Winnable in 15 minutes on second playthrough.