Dicey Dungeons Review

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Dicey Dungeons, from Terry Cavanagh of VVVVVV and Super Hexagon fame, Is a roguelike dungeon crawler framed as a game show. You play as one of those show’s six cute contestants, all of whom are anthropomorphic dice, because this game is in fact all-in on loving dice. However, while the game’s smart blend of cards and dice make for an entertaining gameplay system, it can’t escape the occasional frustration that is inherent to rolling a die.

In Each episode your chosen expire heads right into a six-level dungeon to conquer enemies, opening chests and visiting shops while building up a deck of cards capable of defeating an end supervisor. The dungeons are introduced as a series of nodes it is possible to move between, with shops, health-restoring apples, and enemies placed on several of them, and to progress you need to fight enemies and reach the node that includes the trap door into the next floor.

Every character can equip between five and six cards (you Have six slots on your stock screen, and some cards take up two of these ), all of which can be powered by dice. Each card requires something different; a few are affected by how large the number on the die is, or possess minimum or maximum numbers, or will only take chances or evens. Still others might introduce buffs or effects. A card may”shock” your competition, for example, meaning that one of their cards will be secured next turn unless they invest a die to unlock it, or cause a”freeze” effect that reduces their greatest dice roll down to a 1. A good deck will let you become flexible based on what you roll, but there is not a massive number of enemies and cards from the game, meaning that the same ones will pop up often –10 hours in me would still occasionally encounter something fresh, but maybe not as often as I would have liked.

A Magical artwork design works wonders in glossing over this sense of reproduction, but with each character having a distinctive personality regardless of the match being light on dialog. And even though their animations are limited, the enemies really are charming, too. The character designs and poses are consistently delightful, which means you’ll always feel somewhat bad taking down a werewolf pup because of the huge grin on their face. The gameshow motif doesn’t extend that far, however, also the upbeat soundtracks and the tiny check-in scenes with Lady Luck before every experience is a powerful way of providing you a sense of purpose.

The Six figures each have a unique playstyle, which helps to give the game some sense of variety. The burglar copies among its opponents’ cards in every single game, for example, and the inventor will constantly sacrifice one of the cards at the end of every battle in favour of a new capability for another round, which is triggered just by clicking on it without needing to be concerned about dice. Some even more radical still, such as the witch, who strikes using a”spell book”–once you roll a die you can spend it on one of the four spells you’ve selected on your display, or you can throw it at the spell book in lieu of using an capability and get whichever spell is delegated to that dice amount. It is a great system because every character feels totally different, and while the central combat system of laying dice on cards does not alter, the mechanics by which you acquire those dice and cards do.

For your first few hours, as you’re going First dungeons for every personality and getting to grips with how they perform, Dicey Dungeons is a delight, albeit one that is light on challenge. But once you’ve played a round as all the first five figures and unlock every character’s more difficult episodes, there is a steep difficulty curve to conquer. Each introduces modifiers which produce the game harder –you may eliminate health rather than gaining it each time you level up, replicate dice may immediately disappear, or you’ll just roll 1s in your first roll of a battle, 2s on the second, and so on.

These episodes are where you’ll really start to learn the Various strategies and combos that are crucial to master Dicey Dungeons. Together with your Limit Break skill (a character-and-episode specific ability that’s usable only after you’ve taken a particular level of damage) and making certain that you’re making good use of buffs and/or debuffs are vital to success. After a while, you start to find out which skills work best against which enemies–freeze is particularly useful against monsters that could only roll a single die, for instance, whereas shock is useful if a competitor has couple of cards. Some enemies are also weak to particular elements, so if you see an enemy on your degree who you know is feeble to jolt attacks, you can plan accordingly. You’ll want to recall these details yourself, though, since the game won’t remind you of the enemies’ abilities and weaknesses until you’re actually in the conflict.

Whether or not Dicey Dungeons becomes overly Difficult after the initial episodes will be dependent on your patience and your willingness to play through the same scenarios . It may feel like butting your head against a wall at times, though, since if one episode takes you multiple efforts to conquer (and many of them will), you’re likely to end up rolling through exactly the very same enemies repeatedly. You might test different card combinations, however it is going to be from the exact same small pool of possible cards and facing mostly against the very same enemies that got the better of you last time. A reduction can sometimes feel from your hands, too, if an early enemy just rolls a lot of sixes or the final boss just happens to be immune to the debuff you built your deck around.

But this means that figuring out and implementing a winning Strategy can be quite satisfying. It took me six attempts to conquer the second episode for the Warrior (the easiest character), but after I built a deck which was high on freeze cards that I was able to take care of the later enemies easily enough, even when end boss that was immune to freezing almost tripped me up (finally I got lucky on dice rolls). In a game so heavily themed around dice there is always going to be an element of fortune, which is gratifying or exhausting depending on whether it goes your way or not.

The charm of Dicey Dungeons can Begin to wear Thin if you skip an episode that gave, although once you’re stuck You despair, it seems terrific. I found myself quitting from the Game, glancing around my property, and returning to it again 10 minutes Afterwards for one more go. No matter how annoyed I might get, it is never Hard to return to Dicey Dungeons, and the challenges never feel Insurmountable–it’s always plausible your next effort could be The one where it crack. Dicey Dungeons is a charming and often Rewarding game, provided that you learn how to accept that occasionally the dice Won’t roll your own way.

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Alicia James
I am the Content Writer in Gamer Rewind. I have been writing about Games for a long time and will continue to do it for Gamer Rewind.

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