
Dizzy Rogues is an auto-runner roguelike with "turn" based combat. Bounce your weapon off enemies and objects, rack up your combo, and purchase unique items.
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Languages: English, Simplified Chinese
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Quick Score: 5/5 Notes: Only played it for about 90 minutes, but from what I have played so far the game is great. -Soundtrack is a banger. -Runs are short and sweet, difficulty hits a pretty good middle-ground and starts off action packed right away. -Achievements offer additional challenge runs. -Good amount of variety between zones/items/characters. Would compare it something like Downwell in terms of content and overall structure. It's pretty rare that I don't have at least minor complaints for a game, but as of yet I have none. For under 5$ this game is an absolute must buy/play.
挺有意思的游戏,4个动物的特殊技能分别是 熊 ——加速旋转 兔子——向前位移 猫——招架破防(最强的一个) 猴子——武器突进(增加攻击距离) 游戏前期优势太重要了,操作及运气好可以13星甚至是15星过第一关,可买两个道具积攒优势 (特别是经济优势,直接影响可获得的道具数量) 铁匠的强化前期纯纯负面效果,提升伤害意味着连击减少,而且还不能持续一整局,第三和四关敌人威胁增大时才有用。 大多数道具需要连击数触发,而连击数又影响收益,选择低连击数甚至无连击的道具收益就很高(比如5连击反向铲球那个和蚊子) 才发现,鼠标点击屏幕可以招怪,刷连击很实用!(可能是bug,重开游戏一次后失效) 不错的小游戏,但道具还是偏少,角色的成长和难度的增长不匹配 增加点局外永久角色提升可能会好些 --------------------------------------FEN GE -------------------------------------- 6小时终于通关了一次,总结一些经验帮助大家通关 1、游戏上手给我们一种必须歼灭敌人的感觉,实际上躲避大多数敌人才是最优解 大多数敌人没有碰撞伤害,将敌人直接撞开,把敌人手动聚集到一路有时是不错的选择。 2、通关这个游戏的关键是理解 武器碰撞 这个核心机制 只要发生碰撞,武器挥动速度就会变快,出伤和格挡的次数就会大大增加,这也是个双向机制,人物掉血往往就是 敌人武器挥动的速度和方向也变化了 让我们躲闪不及 所以贴墙是输出最大化的选择,只用挥动半圆即可变向,同时保持武器具有极高的挥动速度,再配合大剑,攻防一体,十分好用。 3、如上所述,猫的招架破防可以理解为快速旋转了360°迅速出伤,对第三、四大关的螃蟹和恶魔有极大的克制作用,这游戏小怪可比boss难多了 动物推荐 猫 > 熊 > 兔 >猴 武器推荐 大剑>匕首>长矛 (流星锤还没解锁) 4、游戏的经济系统做的不好,每隔一层道具就会贵5星,前期优势极为重要!!! 除了第一大关要全力追求连击来保证经济外,其他关卡全以存活为目标 给出一个参考经济开局 第一小关买 2~3个道具 第二小关买2个道具 此后每一关补一个道具就行 到第三、四大关会断档买不起道具 1~2次 道具优先级:蚊子>5连击反向能量球>经济道具(山羊,加大吸收范围,点石成金等) 》移速道具 》 无条件攻击性道具>连击攻击性道具 (需求段数越少越优) 沙漠第二关之前经济道具优先级最高 两个例外 星星爆和曼德拉,经济道具足够多的时候星星爆优先级极高,曼德拉是打最后boss和被怪海包围时的特解 暂时就这些,大脚和boss心脏都挺白给的,就是道中小怪的配合难保证生存。祝大家早日通关
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Game's main issue is extremely poor difficulty balancing between areas. Worlds 1-3 have effectively no difficulty compared to world 4, making playing the game feel like a waste of time every attempt until you get to world 4, which is the only actual part of the run.
When my friend gave me Dizzy Rogues I was skeptical. *Another* roguelike? With good music? I've seen a million of these, man. I was the sort of person who would think like this. For many years, my soul suffered in solitude. Long ago I was in a relationship, that frankly, I think most people would kill to be in. A passing moment, where I knew what it was like when something truly mattered. Yet I drifted away. I will live my entire life with a hole in my soul. So hell, why not try this? I sure don't have anything better to do. Almost immediately, my mind shattered. Dizzy Rogues join the pantheon of video games that are not porn, yet can be played with only one hand. For the uninitiated among the readers, this is one of the highest forms of design this medium is capable of. Unparalleled elegance. Sleek. Mechanics that *have to* be presented in their purest form. Dizzy Rogues, right there before you even encounter your first enemy, has laid itself bare for you. Make of it what you will. It has nothing to hide. It is not afraid of you. You notice your weapon. This is your first indication that there will be violence. Your weapon orbits around you like a celestial body. This is your first indication that there will be Divine Violence. This is our bread and butter here. You are not telling the game when to attack, you are looking for opportunities where you can use the heartbeat certainty of your weapon's movement to do so. You flow with it. You learn to suggest movements to it. The path gets easier to clear. Many lesser games will fall short when it comes to the upgrades you can take during the run. They turn your projectiles into a hitscan laser. They unlock a character that no longer has to dance to the beat. Cowardly form that should make any sane person stop playing video games and read a book instead. But of course, I would not be singing praises for Dizzy Rogues if it would commit such an atrocity. No, there is nothing that will make you "swing faster". Nothing gives you a button that can save you in a ditch. Regardless of how far you get, you will always have to dance with the movement of your weapon. All the upgrades do, is reward you with a perk IF you are good at handling the weapon. Let's face it, this is a niche game. If you are here it was not the steam algorithm or any other hype machine that gave you the idea. Someone in your life lead you here, either through steam, or a dm, or anything. I do not ask of you to buy Dizzy Rogues. I ask you to cherish that someone while you can. Cherish them, and one day you will find yourself in front of the mirror, and you can say to yourself Not bad.
简单,有意思,但是慎入,因为角色成长跟关卡强度增长完全不成正比,难度出奇的高
I don't know, it's such a simple game. While colorful, I expect a bit more - this is at the level of free games that showcase a developer's potential rather something that I would spend time playing.
Mechanics are easy to learn but hard to master. Once you get into the rhythm of it, the game gets really fun. The visuals are easy on the eyes and just down right adorable. Carrot is my waifu.
[h1]【前言】[/h1] 《Dizzy Rogues》是一款由kumakare制作并发行的卡通肉鸽游戏。 [h1]【游玩体验】[/h1] 游戏整体画面偏可爱的卡通画风,打击音效比较不错。 游戏怪物也比较丰富且可爱,如拿着武器或是发射子弹的植物、向你靠近的食人花、又粗又长的毛毛虫等奇形怪状的生物。 战斗环节为自动攻击,游戏操作比较简单,容易上手,只需控制角色移动,躲避并击败敌人。碰到敌方或是其盾牌本身不会扣除血量,被敌人武器及发射的子弹击中才会受到伤害。 利用手上的武器击败接踵而至的敌人,通过积累更多的连击数获得更多的星星碎片在商店中购买各种不同属性的强力装备,面对更强大的敌人。 Steamdeck上的运行状况,虽然Steamdeck上的兼容性显示是未知,但我亲测在Steamdeck上可以完美运行,玩家无需更改兼容层,全程60帧,完美流畅游玩,这为各位玩家提供更加舒适、便捷的游戏体验。 [h1]【结语】[/h1] 总的来说,这是一款小而精的关卡制肉鸽游戏,无论是其可爱的画风及还是休闲的玩法都比较吸引我,推荐给想要放松身心的玩家。 [quote] [b][u]❀提供最自由、最真实的游戏评测❀[/u][/b] [b]❀欢迎→❀[url=https://store.steampowered.com/curator/44243561/]自由评测[/url]❀←关注鉴赏家❀[/b] ❀❀欢迎加入Steam组:[url=https://steamcommunity.com/groups/FreedomCurator]自由评测组[/url]❀❀[/quote]
难度莫名高,建议增加一点加血/回复手段或者获得护盾的装备
Dizzy Rogues is, more than anything, elegant. One-handed gaming at its finest. Despite being short, the game's brevity only enhances its appeal. Its simplicity—moving around and using your ability in a top-down world are your only two actions—only enhancing its complexity. Your little animal spins and holds its weapon out, and only changes direction once hitting something with it. Rather than, as the name would imply, dizzying, the whole thing is smooth, and purposeful. In early levels, enemies just stand still and rotate their weapons or shields (following the same rules you do), but, as you progress, their mechanics become a bit move involved. Flies start moving towards you, crabs move, and swing two weapons. Later on, the shadowy figures need to expose their hitboxes for you to deal damage. The goal is to internalize their behaviors, understand when to get in and pull away, when to bounce your weapon in objects to change its direction, and when to use your skills (a dash, a rotation speedup, a range extender, or a parry) to your advantage. Reaching the end of a level in Dizzy Rogues grants you a little shop area where you use the currency you gain by killing enemies, maintaining combos, and cutting grass, to buy upgrades. And it’s just one step away from incredible. The incredibleness is lost not in the shop itself, but the fact that it also lets you heal to full health every time. Being able to start every section on full health removes a lot of the tension getting into a new world would otherwise have. It cheapens the experience a little bit, especially for more skillful players. There’s a challenge which makes you not use it, and a better player can just skip it entirely, but its presence sours me a little bit. Oh, but the shop. Use your money you collect from being proficient, and buy items that actually reward you for being proficient! Most items you buy don’t do anything by themselves, but actually activate once you reach a certain combo (which requires you to be proactive in your fights without taking damage)—it pushes newer players to be more aggressive and engage more with the mechanics, while making good players more equipped to swiftly deal with enemies in a fun and stylish way. If you’re unskilled, inattentive, or don’t care too much, you lose. If you’re patient, and understand the rhythm of it all, you’ll be given a great feeling game. Dizzy Rogues is minimalist game design in its purest form. It rewards finesse over brute force or luck. While it requires only one hand, the other will be squarely planted in your desk—lest you lose your focus—at least while you’re learning the patterns. Once you do, you win, and leave quickly and very satisfied.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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