>>55420295>Chocobo's Dungeon 1It's a mess, don't bother. They were experimenting stuff but it didn't work out.
As an example of how broken it is, the combat isn't even truly turn-based, instead you and your enemies have to wait for a bar to fill before you can attack, but you can freely walk while it fills. This means that you can cheese almost everything by attacking an enemy and then moving away before his bar finishes charging.
>Chocobo's Dungeon 2My personal favorite in the series. Combat was changed to something similar to PMD but you also have weapon and armor.
Combat is kinda limited as you main attack options are regular attacks and consumable magic books, but there is a wide variety of enemies and each of them have their own gimmicks (like one whose attacks can turn you into a frog, which makes your attacks deal 1 damage but also gives them a chance to turn enemies into frogs too).
There is also a wide variety of traps and props, like a trap that turns you into a random enemy from the floor, disabling your ability to use items but allowing you to use the enemy's special abilities, or a lever that can do random things which include opening passages to otherwise inaccessible rooms.
It doesn't have reviver seeds (aside from a super rare item that works like one), but there is a consumable that allows you to save the game when entering a floor.
There is a town with several NPCs and you are encouraged to talk to them regularly as you unlock some stuff through them.
I'd say that he biggest difference between Chocobo's Dungeon and PMD is that when you enter a dungeon all consumable items are unidentified and have random names like "Flismy Tonic" or "Torn Card", so to find out what each item does you have to use identifying items or test them yourself or throw it at an enemy. Once you learn what a item is then all instances of that item are identified for rest of the dungeon. It's like if in PMD all berries, wands, spikes and seeds were unidentified.
cont.