The virtual buttons are responsive, and their on-screen layout is spacious. This allows for a few different play styles, with the former focused on tanking and area-of-effect damage, and the latter focused on backpedaling and steering enemies through choke points in the environment. Melee fighters have a dedicated attack button, whereas ranged characters use a dual-stick shooter control scheme. There are four fantasy-staple classes to choose from, which are boring in concept but distinct in practice thanks to highly varied skill sets. Its top-down, hack-and-slash fantasy gameplay has been done countless times before. Though the in-app purchases are disappointing, it’s not as though the core of Dungeon Hunter 4 is some unique gem to be ruined. The next one offers a discount on a new helmet, and with that, the masquerade is shattered. A post-death loading screen says something about replaying other areas to grind experience.
Others sap away your mana at an alarming pace. The room floods with waves of enemies, some of which can dramatically reduce your movement speed. Then you’re sent off to uncover the fate of a necromancer.
Ads for in-app purchases aren’t intrusive. You’re treated to a nice assortment of combat skills. Your health and mana replenish automatically. Up to that point, the combat is challenging but always fair. It’s not difficult to pinpoint the exact moment that Dungeon Hunter 4, Gameloft’s newest action-RPG, stops caring about your experience.