
Fight your way through an unexplored dungeon in this deck-building, turn-based roguelike focused on dice combinations! Deal with enemies by combining powerful dice on your board, boost their effects with synergies, and risk it all hoping for a good roll.
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Languages: English
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Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The original version had me interested in the concept, and I understand this is just a demo, but I have concerns with the game as it stands. I'll be basing my thoughts on the standard run, ending on floor 25, since Endless is always a bit janky in a deckbuilder. Hopefully this is just due to how the demo is structured, but a bigger variety of dice needs to be available from the start. Unlocking dice for runs works, but the variety at the start is way too low and I got tired of them by the time I unlocked a few extra dice. The frog boss seems antithetical to the interesting parts of this game and how you are largely encouraged to build decks. Heavy dice in that fight either clog up your hand or the field and severely limit the options you even get to make. Playing around with your positioning for the purple dice is one of the most interesting parts of the game, and a reason for the game to be dice on a grid rather than a traditional deckbuilder, but you these are barely helpful during the fight. (Not to mention terrain dice which can be a death sentence as the frog will gladly snag those spots.) Also a defensive build can easily take forever before winning since the boss can both heal and create shields. That brings me to my next point. Even pre-Endless I easily got in situations where winning was effectively guaranteed, but it would take ages to execute. A prime candidate are the growth dice, which reward a small deck & stalling. Since purple dice don't scale, this easily translates to simply slamming down a bunch of dice wherever you can repeatedly until your numbers tick up. They aren't the only culprits though. With enemies creating shields, healing, or both, all but the most aggressive strategies frequently lead to drawn out fights. Also, since it is optimal to start the next fight with full health & you may even increase your max health if you're already at full, you almost always get the player flailing around their health dice until full after any semblance of a threat is gone (if they have renewable ones, at least). On a side-note, I have a bit less of a criticism, but more something I noticed. There's very few options for explosive early strategies, while a lot of ways to set up. Growth, Heavy, or even Eternal are based on having benefits over multiple turns. Terrain dice also need to wait at least one turn. Hollow of course means you can do more in a turn, but you quickly reach the hand size limit. Piercing doesn't really matter on the first turn. You about only have the default dice, field attack, and the mirror die for explosive early turns. Meanwhile the enemies don't seem to really warm up, they just come in swinging. This may also be part of why fights feel dragged on. You likely need to scramble to start the fight, but ending the fight is about fighting a weakened enemy with your growth dice stronger, heavy dice giving support, or even eternal dice laying around. Another enemy I would like to bring up is the cockroach. It's just not any fun. I get the concept of taking a different approach to damage dealing, but whether it be your build or luck of the dice, getting an exact amount can be agonizing. Of course after some time they just die anyway as a mercy to the player, but this still is a waste of time where the player can't possibly lose, but has to deal with this pest. The most convenient way to kill them is to kill them in between dealing with other enemies, but their damage dealing is so low priority that this is strictly suboptimal a vast majority of the time. Leading to the player choosing between choosing targets based on threat level or patience. Lastly, I suppose this is your design decision in having to weigh the benefits, but having to pick between adding a die from 3 random ones or another benefit always felt extremely awkward to me. I want to try making different builds, but if I don't find something useful I just wasted my end-of-floor bonus and this encourages me to just stick to the safe options. This is backwards. Players should feel enticed to try out the different mechanics you have to offer. I really wanted to like this. I completed it to make sure there wasn't something I was missing. Die in the Dungeon seems like my kind of game. Hopefully the additional features promised for the full release change my mind, but right now I can't recommend this.
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Hours played at review time, across 49 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Die in the Dungeon: Prologue is a promising start to what could become a great game. While the current build is limited in scope, it offers a taste of the game's potential and hints at what's to come. The graphics are well-done, and the overall presentation is impressive. The game's unique blend of exploration and combat mechanics make it stand out from other dungeon crawlers. I'm excited to see where the developers take this concept and I have high hopes for the full release of the game. While the Prologue is not a full-fledged game at this point, I am looking forward to the final product and believe that the developers have the potential to create something truly special.
Very good game, pure strategic fun!
[h1] Let's Update[/h1] Life is kinda funny. But also really sad. Luckily we have small Indie game dev's like this one, putting out genuinely fun content. Taking into account the things that people say, and expanding upon their projects with no cost to you. This is the first of two prologues that were posted by this team in preparation for the full release of "Die in the Dungeon." This was the rougher of the 2 prologues, but unfortunately this was out for long enough that I was used to it by the time the second prologue came out. There is nothing more enjoyable than a game that gets what it's doing down correctly. When they change it up, you hope that they build upon the previous, and push it forward. They did, but in ways I didn't expect or care for. This was great, and I have nothing bad to say about the other's, I just enjoyed this so much, I kinda wish it had just been a whole game, that got a sequel. Either way, there's enough content, that it might as well be a game in and of itself. Unique to the full release. Sucks if you didn't get it, but I did.
What is the hidden achviment?
玩了新游感觉一般,还是比较喜欢这个画风,棋盘有种地下城挖下水道的质感,除了没中文以外,个别翻译不出,蛙蛙也很可爱,新版感觉没有这种复古味道了
This is an awesome fun game. It has a very unique game style!
Люблю тараканов <З
love the game, can't wait for a "fuller" version
Gameplay is addicting as hell, excited for the release!
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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