Ring of Pain is consistently identified as a card game, because enemies and items appear as, well, rectangles that quite honestly look an awful lot like cards. But I think this sort of misses what's actually going on: Ring of Pain is a one-dimensional dungeon crawler. At each given moment, you only have two choices of where to go: left or right. This leads to a kind of quick, frictionless pace that feels really effortless to dive into. This doesn't mean the game doesn't have depth; the game adds a lot of wrinkles and complexity through both deterministic and randomized variables thrown in and offers more kinds of junctures through equipment and path choices. Still, there is sometimes a feeling that there is something lacking, not necessarily in strategic depth, but in ideas. The narrative felt to me to be yet another pseudo-psychological puppet show and at a certain point it felt like the game didn't have much more to surprise me with. It felt at the end to be a numbers game. That's fine, but it does dull the experience. Ring of Pain is good fun, and a creative twist on the dungeon crawl. It's a nice diversion, but unfortunately, that one-dimensionality isn't just spatial.

Reviewed on Mar 13, 2023


1 Comment


1 year ago

NOTE FOR NERDS:

I am aware that, due to the fact that the playing field takes place on a circle, this means it actually has to be two-dimensional. I know this and it pains me, but my analysis must stand, and I stand firm in arguing that, if perhaps not the space of Ring of Pain is one-dimensional, it is undeniable its movement is. I hope this assuages your concerns.

Thank you, and please forgive me.