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Super Dungeon Maker similar games & best alternatives

Super Dungeon Maker

PC (Microsoft Windows), Nintendo Switch • 2023

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Quick resume

Super Dungeon Maker is a creative pixel art dungeon editor inspired by the best 2D adventure games. Choose however many levels, enemies, secret rooms, traps and items you want. Challenge your friends and the community to master your dungeon or play the countless dungeons of the community.

Global score

85/100

Genres

Adventure, Indie, Puzzle

Similar games

    Pros

    • Highly creative dungeon building tools
    • Intuitive and accessible editor
    • Active and supportive developer community
    • Zelda-inspired nostalgic art and gameplay
    • Cross-platform level sharing and community content

    Cons

    • Limited content and items in early access
    • Bugs and glitches affecting gameplay and editor
    • Lack of progression incentives and rewards
    • No cooperative or multiplayer gameplay
    • Some ui and control issues reported

    Motivations

    • Autonomy

      Game with the same Autonomy vibe

      4

      "Players have significant freedom to design and customize their dungeon layout, monster placement, traps, and upgrades, allowing personal control over gameplay decisions."

      Capsule for Dungeon Tycoon Dungeon Tycoon

      "Players have freedom to create their own dungeons with a variety of tools and design choices, enabling personal control over gameplay experience."

    • Competence

      Game with the same Competence vibe

      3

      "The game offers challenging puzzles and combat requiring skill and strategy, though combat can be repetitive and clunky."

      Capsule for Realms of the Haunting Realms of the Haunting

      "The game offers skill-based combat and puzzle solving, but some repetitive enemy types and limited items reduce challenge variety."

    • Competition

      Game with the same Competition vibe

      -3

      "Focus is on personal exploration and progression rather than competing against others, though there are some speedrun leaderboards."

      Capsule for Super Win the Game Super Win the Game

      "Focus is on personal creativity and playing at one's own pace; leaderboards and speedrun features are requested but not yet implemented."

    • Continuation

      Game with the same Continuation vibe

      3

      "Players report long sessions and habitual play, though some frustration with bugs may limit engagement."

      Capsule for War of Dots War of Dots

      "Players report long sessions building and playing dungeons, though some frustration with bugs and limited content can reduce engagement."

    • Cooperation

      Game with the same Cooperation vibe

      -4

      "Gameplay centers on solo missions and individual objectives; no evidence of cooperative multiplayer or teamwork."

      Capsule for Deadeye Deepfake Simulacrum Deadeye Deepfake Simulacrum

      "Gameplay centers on individual dungeon creation and solo play; no evidence of cooperative multiplayer or teamwork features."

    • Creativity

      Game with the same Creativity vibe

      5

      "Core motivation is creating and customizing dungeons with a versatile editor and sharing creations with the community."

      Capsule for Quest Master Quest Master

      "Core motivation is creative expression through dungeon building, with many tools and community sharing enabling high customization."

    • Domination

      Game with the same Domination vibe

      -5

      "Interactions are balanced and respectful; no evidence of power imposition or dominance over others."

      Capsule for Erannorth Chronicles Erannorth Chronicles

      "Interactions are balanced and collaborative in spirit; no reports of power imposition or dominance over others."

    • Escapism

      Game with the same Escapism vibe

      4

      "Players use the game as a nostalgic escape into Zelda-like worlds and creative outlets, providing stress relief and immersion."

      Capsule for Quest Master Quest Master

      "Players use the game as a fun distraction and stress relief, enjoying immersion in Zelda-like fantasy worlds and creative play."

    • Expectation

      Game with the same Expectation vibe

      -4

      "Players engage voluntarily out of intrinsic interest and passion for Zelda-style dungeon creation and exploration."

      Capsule for Quest Master Quest Master

      "Players engage voluntarily out of intrinsic interest and passion for dungeon creation and exploration."

    • Experimenting

      Game with the same Experimenting vibe

      4

      "Players explore different skills, crafting builds, combat styles, and dungeon modifiers, encouraging experimentation."

      Capsule for Crea Crea

      "Players explore new dungeon designs and test game mechanics, though some desire more items and features to expand experimentation."

    • Exploration

      Game with the same Exploration vibe

      3

      "Procedurally generated dungeons and item discovery encourage exploration, though environments are somewhat repetitive."

      Capsule for Dungeon Clawler Dungeon Clawler

      "Exploration occurs within user-created dungeons with new puzzles and layouts, but environments are limited to preset tilesets."

    • Expression

      Game with the same Expression vibe

      4

      "Players express themselves through dungeon design, monster naming, and aesthetic choices."

      Capsule for Dungeon Tycoon: Prologue Dungeon Tycoon: Prologue

      "Players express themselves through dungeon aesthetics and design choices, though cosmetic variety is somewhat limited currently."

    • Fantasy

      Game with the same Fantasy vibe

      5

      "Strong fantasy setting with monsters, magic, and an imaginative story inspired by Zelda and other RPGs."

      Capsule for Eternal Edge+ Prologue Eternal Edge+ Prologue

      "Strongly rooted in Zelda-inspired fantasy settings, characters, and imaginative dungeon scenarios."

    • Fellowship

      Game with the same Fellowship vibe

      2

      "Community engagement through Discord and custom levels fosters a sense of belonging, though gameplay is mostly solo."

      Capsule for Beatblock Beatblock

      "Community sharing and Discord engagement foster a sense of belonging, though gameplay is mostly solo."

    • Growth

      Game with the same Growth vibe

      3

      "Players develop problem-solving skills and learn puzzle mechanics, especially via level editor."

      Capsule for Escape Simulator Escape Simulator

      "Players develop skills in dungeon design and puzzle creation, with learning encouraged by the editor's complexity."

    • Health

      Game with the same Health vibe

      -5

      "Sedentary gameplay with no physical activity or health-related features."

      Capsule for THE ENIGMA MACHINE THE ENIGMA MACHINE

      "Sedentary gameplay with no physical activity or health-related features."

    • Idle

      Game with the same Idle vibe

      -3

      "Requires focused attention for building and gameplay; not designed for passive or background play."

      Capsule for Brickadia Brickadia

      "Requires focused attention for building and playing dungeons; not designed for passive or background play."

    • Intimacy

      Game with the same Intimacy vibe

      -4

      "Social interactions are limited to surface-level community exchanges; no close relationships formed in-game."

      Capsule for Berserk B.I.T.S Berserk B.I.T.S

      "Social interactions are limited to surface-level community sharing and feedback; no close relationship formation reported."

    • Leadership

      Game with the same Leadership vibe

      2

      "Some players lead by creating popular dungeons and guiding community trends, but no formal leadership roles."

      Capsule for Quest Master Quest Master

      "Dungeon creators lead by designing content for others to play, but no formal leadership or group management features."

    • Progression

      Game with the same Progression vibe

      2

      "Some progression through unlocking characters, cosmetics, and future planned content, but limited currently."

      Capsule for Liar's Bar Liar's Bar

      "Some progression through unlocking bosses and items, but overall limited by early access content and static character abilities."

    • Relaxation

      Game with the same Relaxation vibe

      3

      "Many players find the game relaxing and enjoyable despite some frustration with bugs."

      Capsule for Chocolatier®: Decadence by Design™ Chocolatier®: Decadence by Design™

      "Many players find the creative process and dungeon exploration relaxing and enjoyable despite some frustration with bugs."

    • Sensation

      Game with the same Sensation vibe

      3

      "Bright, colorful graphics and pleasant audio provide enjoyable sensory stimulation."

      Capsule for Farm Together 2 Farm Together 2

      "Colorful retro graphics and sound provide pleasant sensory stimulation, though audio variety is limited."

    • Status

      Game with the same Status vibe

      -2

      "Recognition mostly within community and multiplayer groups; no major social status or ranking systems."

      Capsule for Schedule I Schedule I

      "Recognition mainly through community sharing and hearts on dungeons; no strong social status or ranking systems."

    • Story

      Game with the same Story vibe

      1

      "Some narrative elements and lore exist but story is minimal and often confusing; focus is on gameplay."

      Capsule for Bright Memory Bright Memory

      "Some narrative elements exist, but the main focus is on player-created dungeons rather than a strong overarching story."

    • Strategy

      Game with the same Strategy vibe

      3

      "Players engage in problem solving, planning routes, and puzzle solving requiring analytical thinking."

      Capsule for Tomb Raider IV-VI Remastered Tomb Raider IV-VI Remastered

      "Players engage in puzzle solving and planning dungeon layouts, requiring analytical thinking and problem solving."

    • Thrill

      Game with the same Thrill vibe

      1

      "Some suspense from story and challenging puzzles, but overall experience is more casual and steady than thrilling."

      Capsule for Dracula: Love Kills Dracula: Love Kills

      "Some tension from combat and puzzles, but overall experience is more casual and creative than suspenseful."

    • Value

      Game with the same Value vibe

      3

      "Players feel the game offers good entertainment value, especially given frequent updates and creativity."

      Capsule for CHKN CHKN

      "Players feel the game offers good value for creativity and content, especially given its low price and ongoing updates."

    • Violence

      Game with the same Violence vibe

      1

      "Combat exists but is mild and cartoonish; violence is not a primary focus."

      Capsule for Townsmen VR Townsmen VR

      "Combat exists but is mild and cartoonish; violence is not a primary focus or motivation."

    • Survival

      Game with the same Survival vibe

      1

      "Some resource management and combat survival elements, but generally low risk and forgiving gameplay."

      Capsule for Outcast 1.1 Outcast 1.1

      "Some survival elements in combat and resource management, but low risk and forgiving gameplay."

    Analysis

    Broadly representative of its motivational profile, with a few distinct shifts. Motivations that often define this kind of title include Leadership, Survival, Violence, Strategy. Here, the score leans higher than usual among comparable games on Fellowship, Expression. It leans lower than usual among comparable games on Progression.

    How to use the graph
    Similar games map

    Each dot is a game. They are arranged from the same motivation profile as in the “Motivations” section below. Closer dots usually mean more similar reasons to play (exploration, competition, relaxation, etc.)—not that one game is “better” than another.

    • Larger dot with a light outline: the game you are viewing.
    • Colour: groups of games with comparable motivation patterns (statistical clusters).
    • Hover a dot to see the game name; click to open its page.
    • Scroll or double-click the chart to zoom out and see more games.

    Why don’t the axes read like a score? This view uses t-SNE: it only keeps who is close to whom. The scales are not “good to bad” or hours played—they separate groups on the map. Read distance between dots, not the axis numbers.

    Last update: 30/04/2026