Very addicting and very fun! A little card-based roguelike using dice - you have a loadout of equipment which is activated by the dice you rolled, with certain equipment preferring either high rolls, low rolls, evens or odds.
Combat is nice and simple, a turn based affair, however the different classes all play very differently to augment the simple backbone of the game, ranging from simple (Warrior and Thief which like high/low rolls) to the remarkably complicated (mainly the Witch, which ditches the equipment in favour of a spellbook).
The visuals, artstyle and music really does add a lot, with cute monster designs aplenty. Terry and Chipzel did a great job on this side. The polish also continues with the act of playing, its super simple and you can rattle through games super quickly, it has the ease-of-use of a mobile game without sacrificing the PC experience.
The core gameplay loop is tons of fun with the different characters and rulesets which the game offers as twists on a standard run, and each run ending in completion is never too long in the grand scheme of things for a roguelike (45 minutes max?) - but 6 episodes each character is a lot, and the harder episodes/classes do make the margin of error rather tight (e.g. Witch's Elimination round took me ~20 attempts, its a laughably weak class), sometimes to the point of fustration and feeling like at the mercy of dicerolls - which certainly clashes with the more cutesy/casual feel of the game.
Another great indie game by Terry, however, lots of fun to be had here!
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If you were transformed into a dice and thrown into a dungeon, and had one shot to escape, would you seize it or just let it slip? Personally, I’m sure I would bungle it stupendously just like Mom’s spaghetti. The good news for the clumsy among us, though, is that Dicey Dungeons, being a roguelike game, provides us with as many chances to escape as our hearts desire.
Every escape attempt begins on Floor 1. Your goal is to reach Floor 6 and defeat the dungeon boss. On each floor you’ll encounter enemies, as well as chests, shops, and other points of interest. Each floor’s layout is completely visible as soon as you reach it, which means that delving through these dungeons is more about planning than exploring. You have some control over which order you confront enemies, and often you can even skip past them and head straight down to the next floor. Avoid too many battles, however, and you’ll find yourself ill-equipped and underleveled to survive the later floors.
Combat is carried out in turn-based fashion. Each turn you roll dice and use them to activate your character’s equipment. A basic weapon might let you do 6 damage when you play a 6 on it. Other items do a fixed amount of damage, independent of the die roll, or cause status effects, heal, and provide shielding from damage. Some weapons can only be activated with an even or odd die; others require a die above or below a certain number, and a few even require multiple dice. Before long you’ll also find gear that lets you manipulate the dice themselves, increasing or decreasing their values, for example, or splitting one die into two. But because you only have limited equipment slots, you must consider carefully which items you wish to take into battle. Generally it’s best to carry a mix of offensive attacks and support items that help you make the most of all your dice on every turn.
To beat the game, you must brave the dungeons with all of its characters, of which no two play alike. The first available character is the Warrior, who focuses on raw damage. His special power allows him to re-roll a few dice every turn, effectively shifting RNG in his favor. The second character is the Thief, who specializes in making use of low die rolls and countdown items – gear that usually need to be fed multiple dice, often across multiple turns, before unleashing their effects.
Next is the Robot, who plays blackjack with his dice rolls. You can roll as many as you want, but if you exceed his CPU counter, all your unused dice disappear. Then there is the inventor, who after every battle dismantles a piece of equipment to make a gadget for the next battle. Lastly we have the witch, who instead of gathering equipment maintains a book of six spells, each associated with a side of the die. Preparing and casting spells are separate processes that both require dice, so to make the most of her abilities, you have to carefully choose which of the six slots you want to save them in.
If I have a qualm with Dicey Dungeons, it’s that reaching the final battle against Lady Luck is a bit of a grind. Each character has 6 episodes to play through. While each episode does introduce fun new rules, after completing all the Episode 4 elimination rounds, which are generally considered the most difficult of the bunch, I felt like I was just going through the motions to wrap up Episodes 5 and 6. Fortunately, the final dungeon, which introduces a clever mechanic that I won’t spoil here, makes the grind all worth it, and Lady Luck herself pulls all the stops. The encounter with her feels just as epic as the final battles in the best JRPGs.
Frankly, I’m surprised that Dicey Dungeons was released on PCs and consoles before mobile, because the design is perfect for touchscreens. Dragging dice onto equipment feels smooth and natural, and, at 20 minutes or less, each trip through the dungeon is the perfect length for a commute. The game also saves after every battle, so you can set it down and pick up where you left off anytime. Dicey Dungeons puts up a stiff challenge while still feeling cozy – so cozy that it won’t be long before I undoubtedly dive into the bonus episodes.
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Truly spectacular design of game mechanics; I'd love an expansion or sequel to build upon all this.
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It's all fun and games until you're the witch and get to fight upgraded Rose as your first opponent. Instant do-over.
This is a fantastic game, though. Super enjoyable on the go on the Switch; it seems the kind of game made to be played in short spurts while commuting or taking a quick break. Fantastic soundtrack and art direction.
pretty funny how all the characters are cool and unique challenges, and then the witch is just stone unplayable garbage. and by "pretty funny" i mean makes me want to uninstall otherwise great game.
Great game with an amazing soundtrack. Lacks the replayability of other game in the same genre especially with some characters builds, some are very hard locked on what you can do like the witch having to play yu-gi-oh and combo off with +armor and +1 dice spells or too free like the warrior since basically there is no bad builds. Also in terms of rng, sometimes that can make you steamroll a run or just get demolished just because. It is part of the game yes, but that is not a lot off skill expression.
But truly balances these less positive points with a lot of charm and again a legendary OST. And the game is brilliantly fun for those who like deckbuilder roguelikes. ESPECIALLY Joker and Lady Luck run. Overall a great experience.
This is a fantastic game, though. Super enjoyable on the go on the Switch; it seems the kind of game made to be played in short spurts while commuting or taking a quick break. Fantastic soundtrack and art direction.
Also in terms of rng, sometimes that can make you steamroll a run or just get demolished just because. It is part of the game yes, but that is not a lot off skill expression.
But truly balances these less positive points with a lot of charm and again a legendary OST. And the game is brilliantly fun for those who like deckbuilder roguelikes. ESPECIALLY Joker and Lady Luck run.
Overall a great experience.