
「Dicey Hacker 1999」 is a cyberpunk roguelite driven by dice-based strategy. As a hacker in a post-1999 parallel world, gather resources, hack programs, manipulate probabilities via bizarre devices. Each dice rewrites reality's code, every roll destabilizes the digital abyss.
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About
Dicey Hacker 1999 is a cyberpunk roguelike built around dice-based deckbuilding.
Here, dice are not random numbers — they are your actions, skills, and the system itself.
• Dice Are Equipment. Dice Are Justice.
Every die has its own unique properties, forming the core of your offensive toolkit.
By combining dice with different attributes, each run offers a fresh and distinct combat experience.
• Hacker Software Modules (Relics)
Collect various software modules scattered throughout cyberspace during combat.
Create powerful synergies unique to your build — enabling stronger energy loops, higher damage output, and more chaining opportunities. Countless playstyles await discovery.
• Class Specializations
Each class features its own distinct combat traits.
When the activation conditions of class abilities are met, unleash powerful effects to gain the upper hand in battle.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
融合了“赛博朋克像素风+骰子构筑”的肉鸽游戏。教学引导不是很详细,需要玩家自行摸索一番,好在难度不高,上手还是很容易的。 本作玩法简单来说,就是用骰子去打敌人,打敌人的伤害跟骰子点数有关(相邻骰子能触发连接效果,即打出一枚骰子后,相邻的一个或多个相同数字的骰子会不消耗能量一并打出)。起初骰子数量很少,玩家往往走不了多远就会被敌人击败,体验上会产生明显的无力感。究其原因,主要是前期敌人攻击力数值碾压,而玩家的回复手段与策略选择都十分有限。但随着对局次数增加,玩家能逐渐获得越来越多的骰子,正所谓量变产生质变,骰子数量上来后,战斗就立马变得轻松了不少,给人一种在玩增量级游戏的爽快感。 游戏内骰子种类丰富,除了初始的白骰外,还有附带各种效果的特殊骰,且品质越高,附带的能力词条就越多:例如掷出指定数字后对敌人造成额外伤害、恢复自身HP、概率触发双倍伤害等。骰子还支持“三合一”合成机制,放入三枚骰子即可进行随机合成,骰子品质越高,合成高级骰子的概率也就越大,这也让刷骰子词条成为游戏的一大乐趣。 除此外,该作还有招财猫、商店、天赋能力以及多角色选择等内容可陆续解锁体验,总的来说可玩性不错,玩起来也够爽。 [quote] 加入[url=https://steamcommunity.com/groups/ADZZW]爱の榨汁屋[/url]&关注[url=https://store.steampowered.com/curator/34815366/]爱の鉴赏家[/url],用爱品鉴世间作品,用心流淌真情实感。 [/quote]
Grindey, repeatative, and janky. the demo showcases the most polished and balanced the game will be. everything after that is just lacking, there's no difficulty, there's no real choices to make in build craft. It's just mindless clicking and a flashing screen.
[h1]《骰子骇客1999》:赛博朋克无双刷子[/h1] 本作虽言之凿凿地挂着Rougelike和骰子构筑的Tag,但就实际体验而言,其策略方面的设计,在一众独立游戏同行中,可以说是平庸。玩家很难真正通过局内或局外的build,达成阵容强度的质变。相较于策略,本作其实更倾向于一款无双类的刷子游戏——面对困难的关卡,本作的解决方案永远不会是停下来想想,而是进入一次一次的轮回,藉此提升强度。包括游戏内需要玩家反复击败同一Boss以提高区域占领率,聊以推进短信剧情的设计,也是在鼓励玩家去“刷”。 想要延长游戏寿命,“刷”是不可或缺的一环,但不能是唯一的一环。现在游戏最大的问题就是,在局外科技树和骰子的超模成长下,局内压根不需要手法:初上手的时候我还一再考虑压尾刀的细节,以及什么时候开技能、什么时候买道具···等到真正起步后,这些策略因素完全没有必要了。玩家在局内充其量要考虑的就是海克斯的大体走向,然后就木讷地点骰子。 大关卡的节奏设计还是出色的,我个人前两关使用盾反叠盾流,在强力数值加持下无往不利,结果第三关直接推出真伤机制。玩家需要对于这些关卡机制的针对,做出相对的对策部署。在这方面而言,确实给玩家更多的思考余地。并且第二关关底的meta机制,也提升了游戏趣味性(但机制卡关是导致我后续数值溢出的主要原因)。 本作核心的卖点,就我以为应该是赛博朋克的画面风格和噪点鼓动的BGM,这些视听冲击代替了无双中砍瓜切菜的爽感,成为玩家一直重复游戏而不至于那么过腻的重要因素之一。 总的来说,本作的主要问题还是在于机制太单薄了,缺乏骰子与骰子、海克斯与局内天赋之间的强联动。它看上去更像是平滑线性的流程,而非可以轧钢可以天胡的未知冒险。但作为甜品级体量的作品,还是值得浅尝的。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
very fun and addicting tight loop, very delicious
《骰子骇客1999》是HuanMos Game开发并发行的一款具有卡组构建要素的卡牌肉鸽游戏,游戏的设计非常有创意,部分关卡的BOSS还有隐藏机制[spoiler](第二关BOSS会锁血,要切换游戏BGM才能彻底击败他)[/spoiler]。游戏共有4个关卡,看起来关卡数量很少,但每个关卡都是足够玩家反复游玩数小时的大型关卡。 游戏的剧情比较简单,玩家扮演一个很厉害的黑客,使用奇怪的设备黑进全球各大服务器,获得各种资源和金币。游戏的4个关卡分别对应美洲、非洲、亚洲和欧洲的服务器,玩家在闯关过程中会陆续收到一些短信,短信里除了给玩家的奖励之外还会附带一些世界观相关的剧情。 游戏的玩法是卡牌+肉鸽,玩家使用骰子(本质是卡牌)进行战斗,每个骰子都有6个面,骰子的点数就是法力值消耗和伤害。玩家每回合都会获得一定的能量值,通过消耗能量值打出骰子对敌人造成伤害,能量值耗完后就只能结束回合。闯关过程中经常能获得各种全局buff,打完第1个精英怪能开启黑市商店,在黑市商店里能花金币购买buff。玩家回合结束后会积累危险值,危险值积满了BOSS就会立刻登场。玩家可以让最多16颗骰子同时上场,在基地可以自由更换上场的骰子。 游戏的玩法远不止这么简单,几个精妙的设计直接把这款游戏的策略深度和趣味性提高了一个档次。点数相同的骰子如果挨在一起,可以只消耗1份能量值把它们同时打出去(4颗6点骰子排成一行,消耗6点能量值就能对敌人造成24点伤害!)。完美击杀怪物能直接回满能量值,例如怪物剩5血,使用5点的骰子攻击就能触发这个效果。击杀小关卡的所有怪物后,玩家的回合不会结束,而是使用剩余的骰子和能量值继续与下一个小关卡的怪物战斗。闯关过程中能得到很多刷新骰子相关的buff,可以再次使用本回合已经使用过的骰子。这些要素互相叠加,可以让玩家一直不结束回合一直刷小怪。只要不结束回合,危险值就不会上升,关卡BOSS就只能推后登场,玩家就可以一直刷钱发育。稀有成就“连击达人”要求在一个回合中达成100连击(连续使用100次骰子),这里推荐使用第2个角色,搭配刷新骰子、增加伤害和增加能量值上限的buff能比较轻松得完成这个成就。 游戏具有一定的刷宝要素,击败精英怪或BOSS能永久获得1个随机骰子。游戏共有14种不同的骰子,初始骰子以外的每种骰子都拥有特殊效果,骰子还拥有稀有度设定,稀有度高的骰子还拥有一些额外效果词条。 这里提供一些简单的游戏攻略:这款游戏拥有天赋系统,先花钱解锁第2区域,再花钱解锁初始化模块,就可以继续花钱增加天赋插槽了。虽然天赋很贵,但天赋的效果很强力,前期增加一些能量上限有时能带来质变。玩家可以花100金币刷新1次黑市商店,但重新打开黑市或者直接在黑市里再次点击黑市图标都能免费刷新黑市。闯关过程中有机会获得buff“黑市大道”,它的效果是每次进入黑市都会回满血量和能量,实测只要刷新黑市就能直接触发buff效果,相当于只要拿到这个buff就拥有了无限血量和无限能量。 总的来说,《骰子骇客1999》是一款质量优秀、价格便宜、物超所值的卡牌游戏,推荐喜欢卡牌肉鸽游戏的玩家入手。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/45519015/]“无趣评测”[/url][/td][/table]
As a demo, this is ok. As a game, there is much left to be wanting. Lets start by the UI. when it comes to going thru your dice, its hell. there is barely any organization. nothing is in order. Lack of any real menu to describe in better detail how each mod works. Why do the mods attack after you hit go? the combo system is a little meh, and trying to figure out the grind in this is just boring. Bug like being able to get into the black market WITHOUT A KEY.. no needing to pay to refresh the black market as you jsut click the icon instead of refresh.. so, nullyfying the need for the key. There a mod that allows full refreshing of heath and energy when using black market, allowing infinite energy and health. Sure, it was fun at first when you know nothing. I spent 15 hours of this game Crashing randomly, mods not functi9oning properly, randomly going to the main menu after a satelite launch. Plus, no word from dev in over a week on all these bugs. I asked for a refund due to the issues within the game.
Full disclosure: I won a steam key in a giveaway. The game is quite interesting! A lot of the success of your runs depends on pre-run setup of your dice board, which helps insulate a little bit from rng but without destroying the impact of rng. Each run sees you trying to blow through as many waves of enemies as possible before the boss spawns in order to be as strong as possible/collect as much data (currency) as possible. You can see the sides of each dice (thus the chances that they land on specific numbers) and use that to your advantage in a few different ways: higher dice rolls cost more to play but do more damage, but also landing on specific numbers or evens and odds for some dice produce effects upon rolling even before you spend them. Things like damaging a random enemy by a huge amount or healing you. Additionally, some dice have a % chance upon being used to attack to do extra damage or to chain to additional enemies. Of the two classes I've unlocked so far, both also interact when you have multiple dice on the same facing by letting you play them together for the cost of one. These different effects can interact with the chips (skills/passives) that you pick up during a run. For instance, you can build where overhealing from your healing apple dice and chips gives you energy to keep playing dice while also buffing the damage of your dice with bonus damage that doesn't raise the cost to play them. Then just get an effect that triggers on bonus damage being applied and can stack it even more. Build potential. The price to reroll starts out low and scales linearly, which means you have some means of rng manipulation mid-run at your disposal too. There's more to it than that, but I both have not yet unlocked everything and think that some of it, like the free consumable roulette wheel each round and the ultimate abilities of different classes and the like, are worth exploring. My one critique would be that it feels like missions you are given as goals peter out quickly despite me not unlocking everything yet. This can leave things feeling a little aimless for 'what do I need to do to unlock the rest of the content'. Either way, very fun and worth giving a shot in my book! Also just has a ton of style and some funny things like enemy bosses having quirks you can neutralize (the most obvious one says no one can defeat him while his BGM is playing... while we have a music selector available to us.)
尼玛,原来“没有人能在我的bgm里战胜我”是这个意思,打了四五次还在纳闷。 ============ 第三关全体无视护甲,推荐回复骰子+回复祝福+生命上限,打boss之前生命上限最好堆到100 ============ 当前版本合骰子性价比很低推荐优先点天赋树
[h1]属于骰子的赛博世界[/h1] 本作是一款初上手有些懵圈但玩进去后却极其上头卡牌构筑类肉鸽游戏。玩家作为一个骰子骇客,需要侵入服务器改写代码。而面对赛博世界的敌人,玩家最大的武器就是手中的骰子,在搭配众多的核心软件及模组可以打出相当酷炫的伤害。游戏也有局外成长系统,说实话还挺肝的,但是每一局哪怕失败都能带来一定的正反馈。此外本作的BGM十分带感,虽不支持手柄但SD亲测也可流畅运行。 要说游戏有什么显著的问题,那无疑就是当前阶段的引导偏弱。从根本上来说,它的机制实际上并不复杂。玩家的核心输出手段就是4*4方格中的各类骰子。从最朴素的规则来说,骰子的骰面数字既代表伤害也表示其能耗,玩家每回合只要能量够就可以将骰子给甩出去。但是攻击的对象是固定从左往右执行的,没有办法自由指定。 光看这一条规则是不是很简单?不过游戏也做了一些很有意思的衍生,比方说玩家会逐渐解锁各种功能性骰子;骰子的点数恰好消灭敌人的血条可触发精准击杀直接回满能量;相邻的同点点数骰子可消耗一份能量以连携的方式全部甩出去;部分敌人会给骰子施加中毒、冰冻等Debuff,以及各个角色还有自身的专属奥义。 此外玩家还可以最多配置5个核心软件作为战斗辅助,功能多种多样,如使得骰子触发倍率伤害、增加各类连携效果等等。战斗还有各种软件模组可供装配,如免疫特定的Debuff、增加最大生命值/能量值等等,我个人特别喜欢回血的模组。 总的来说,游戏首发不到30元的售价简直是性价比拉满。就是感觉游戏的引导需要完善下,然后似乎知道这游戏的人也不多,喜欢肉鸽卡牌的玩家真的不容错过。 [quote]关注「 [url=https://store.steampowered.com/curator/42276832//]鸿源鉴游组」 [/url] [/quote] [u][b] 会当逢佳游,始可见鸿源。 [/b][/u]
热修倒是挺勤快的,但是点商店图标就可以无限免费刷新是什么鬼,是我理解错了吗 其他的没啥问题,玩法是成立的,就是我不太推荐这类游戏突然出现meta元素 以及每个大关全解锁要的资源过于多,不知道玩到哪年哪月才能打完?也不知道第五关怎么开,迷惑
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