
Roll into a dicey deckbuilder set in a spooky board game world. Capture ghosts as the elite Spook Squad using their customisable Dice-Powered weaponry. Navigate eerie areas filled with battles, treasure and random events on your mission to capture the ghoulish Polter Prince.
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About
Become the newest recruit in the Fuzz Force's Spook Squad division and undertake a mission to capture the prankster Polter Prince! Use Dice instead of cards in battles for an easy to get into dicey deckbuilding-roguelite.
Five fuzzy and unique agents offer their own roles in battles with unlockable weapons further tweaking their specialisation.
Slot Dice and passive ability Modules into your Dice-powered weaponry. Discover the synergies between Dice, their Status Effects, Modules and your agent's skills for a highly customisable play style.
Take on the ghostly horde of the Polter Prince and chronicle their information inside your Boo~stiary.
Discover the agent's history and previous missions in stories obtained by completing challenging Special Missions.
Take a chance on a Bonus Roll before battles and shops for some very helpful boons. But beware, your greed could set you up for a bad time.
Find story events on your journey and choose best how to overcome them. Rely on your dice to decide your fortune, pay some money or solve the issue with a fight?
Navigate the tabletop worlds of the Forest, the Halls and the Attic on your mission. Will you rush straight to the exit or meticulously explore each area to power up your equipment at the risk of being defeated?
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
I have a pet peeve when it comes to video games- [i]if you put conditions in your game,[/i] [b]don't make them worthless![/b] There are a ton of conditions in this game- static, bleeding, poison, stun, the list goes on. The problem? They're pointless. After the first area, most of the enemies become outright immune to conditions. So, if your build is centered around a specific condition to win- too bad, you lose. Some enemies even [i]reflect[/i] your conditions back at you, making it a detriment to even apply conditions in the first place. And this game isn't like a regular RPG where you can [i]choose[/i] when and where to apply a condition- everything is random, so you either (try) not to include dice with conditions in the first place or...? Inevitably this leads to building very conservatively and playing incredibly defensively, which causes the game to slow down to a glacial pace. I want to recommend the game, as it's an interesting concept with cute characters, but the actual game- mechanically- just isn't there. If you can get the game on sale for cheap, like $3-5 cheap, I would say pick it up, but at $12 (current sale price) or $15 (listed price) it's not really worth it. I would say try the demo? But, I tried the demo and none of the issues I had with the game really showed up until I bought the full game. So, buyer be aware.
Two main issues. One is information exposure and clarity. Descriptions of status effects and equipment effects are often ambiguously written or missing important information. Seeing enemies rolling dice is next to meaningless when you don't know which moves the numbers on their dice correspond to, and you're not going to memorize the numbered moveset for every enemy. Enemy passive effects are important enough that if the player knew about them in advance, they might make some strategic choices-- shuffling dice or equipment around, or choosing a different lucky number-- but by the time the player can see the passive effects, it's too late to do any of that, so the opportunity for strategic choice is lost. That would be fine if there were enough strategic choice to be made in other areas, but... Issue two is the lack of interactivity and couterplay. With very rare exceptions, the player's gameplan and the enemy's gameplan don't really interact with each other: you may tweak your loadout before combat, but once combat starts, your loadout lets you pursue victory in a single inflexible fashion rather than anticipating or responding to individual opponents' tactics. To borrow a CCG term, rather than interacting with each other, you're playing solitaire against each other, and you win or lose based on whether your solitaire game is stronger than theirs. There's lots of status effects, lots of passive effects, and lots of little mechanical interactions between your dice and the situations in which you get to use them, but they generally don't create situations where you're playing differently because of something your opponent did, apart from binary decisions like 'I got hit, I need more shield now' or 'My battery got drained, I need more energy now'. The poison status effect is a good example of this. Poison is threatening because it ignores your shields, inflicting health-damage directly in a game where damage the player suffers carries over between fights and healing-sources are limited. Having different kinds of threats is good if it makes you think about and play around them differently, but in this case, you generally have no means to influence whether your opponent uses poison, no means to avoid poison when it is used, no means to avoid or mitigate the damage poison inflicts once you have it, no means to actively reduce or remove the poison stacks, etc. It's a part of your opponent's gameplan that, with rare exceptions, you cannot interact with or 'play around' in any way. This no-interaction no-counterplay style pervades the whole game. If an enemy has 3 stacks of dodge, ensuring that your next 3 attacks will miss, you can't wait them out or remove them in some alternate efficient style; whether you do it now or later, you're just going to have to attack through them. If an enemy has a buff that will inflict an ailment next time you attack their shield, likewise you can't outwait or remove it; one way or another you are going to take that ailment because you are going to have to attack. So regardless of which such tactics your opponent uses, the way you approach the fight is unchanged. This is unfortunate because the rest of the mechanical design seems fairly thoughtful. Equipment and effects are varied; changing your equipped dice makes you think about not just how big the numbers are and how reliable their distribution is but whether there's a good lucky-number distribution between all your primary dice and whether the added effects on the dice are good for the situations in which you expect to be using those dice. The charge mechanics feel novel and are sometimes interesting to play around. So, design wise, they're halfway there, but there needs to be meaningful choices to make inside of combat rather than just outside of it. Of the four or so runs I played, the strongest one involved a loadout that didn't allow me to make any combat choices at all; the character could only attack, every turn, and it did so right through the normal final boss and the one after that. it turns out taking away your ability to make choices isn't a downside when you didn't have meaningful choices to make in the first place. There's other balance issues, such as how heavily early equipment RNG dictates whether a run is a cakewalk or an impassable slog, but that's a tertiary concern compared to the game lacking a strategic core.
[code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE REVIEWS ABOUT CARD GAMES, CHECK OUT OUR CURATOR PAGE: [b]CARD GAME KING [/b][/url] or [url=https://twitter.com/TheCardGameKing][b]TWITTER[/b][/url][/code] [h1] [b]What is this game about?[/b] [/h1] Let me start off by saying two important things: If you are expecting a deckbuilder with cards or a card battler, you will find no cards here (I would argue it's not a deckbuilder at all). Second, Fuzz Force is an awesome name. With that out of the way Fuzz Force: Spook Squad is game that follows the typical roguelike formula of small battles -> new stuff -> upgrades -> boss fights. However, instead of adding cards, you add dice and attach them to one of your tree main actions: attack, defend and charge. Attacking does just that, you pick attack, you role some dice and do damage. Shield is the same except you gain, yes, a shield. Charge is a bit of an atypical action. It adds boost of power to your attack or defense by adding charges which are expended by those actions. Every character, of which there are several to unlock, also has a special action (like a large attack or super dodge) and a special passive. The dice can get upgraded offering better chance of better numbers but they also can contain a special power, like adding evade or poisoning the enemy if that symbol is rolled. While dice games are typically accompanied with RNG, here it's surprisingly mild to moderate. What special dice effects you prioritize and which action to take have a bigger impact than randomness. One last thing are the upgrades, which, in my opinion, are the ones that make the game replayable the most. They offer different effects such as adding specific die and fiddling with the numbers or the status effects of every possible game mechanic. [h1][b]The positive[/b] [/h1] + Gameplay is solid. It's straightforward, simple and easy to get into. + The upgrades are good. While not super complex, they allow for variety between runs and to enable some really strong builds. [h1][b]The neutral[/b][/h1] * Would have preferred 2D than 3D. For such fuzzy and cute characters it's a bit weird to see them in relatively rough 3D format. * Music is great, but repetitive. [h1][b]The negative[/b] [/h1] - Enemy design. Because enemies also use dice to determine what they do, it can easily happen that they consistently pick a strong attack or sometimes a potentially useless action (like shield steal, that I didn't have) several times in a row. Some enemies are outright unfair and boring to play against. That is the case with the Owl that kept taunting my character that dealt damage through status effects and shields. But taunt forces you to play only attacks which had very low numbered dice. I ended up picking the only action I was allowed for nearly 15 mins. Another time a mirror enemy reversed a status effect on me. You can't opt out of of status effect going off, so when my character which is focused on attacks, had attack dice that gave evasion (which evades an attack) it ended up giving evasion to the enemy which fully negated my only way of harming it.. Unfortunately, the enemy variety, especially boss variety, is also rather low. Fights, with enemies that do have some special abilities feel very samey. If some encounters wouldn't take as long this would have been more bearable. [h1][b]Conclusion:[/b] [/h1] More complex dice games are not THAT many, and this one is a solid pick up. It has a simple but robust gameplay, although feels a bit repetitive after a while and some few enemies have a design that can be frustrating to play against.
This game is pretty great, its main feature or whatever is that it's insanely cute. Adorable. The criticism I have is that the actual gameplay is extremely simplistic, and the replay value is also in turn almost zero, aside just trying out each character once. It's fun to see the new weapons, but... the gameplay is so simple that I find myself not caring what every weapon does. The game tries to make some replay value with the achievements, like using the mutators/handicaps/ AKA "special missions", but I just don't feel compelled to, because the gameplay is so barebones. It IS ridiculously adorable and fun for a good 3 or 5 hours. I'd say it's worth it on sale, because it feels like a five dollar game.
It's got charm, and it has some interesting gameplay ideas, but the later-level enemies are frustratingly defensive, the game overall feels very slow and clunky still. I would wait for a few more updates to the game to start playing it.
Hmm, no. The combat system feels wonky with its balance. I also didn't find it particularly fun; took me a moment to understand the mechanics - and they're also somewhat strange. In a bad way. The characters are supposed to be cute, and I love cute, fuzzy critters, but to me the game's graphic style doesn't translate to cuteness well. So it just looked cartoony. Also, as I was playing, I was constantly feeling like I've heard the sounds from the game somewhere... and indeed, I've checked, the game uses the same music library as Supraland - I think only some pieces are taken from that library, but that was enough to make things weird. I get it, not everyone can afford to get custom made music, and Supraland apparently couldn't afford it either... but it made the already mediocre experience even worse. I don't know. Not my kind of fun, I suppose.
Fuzz Force: Spook Squad is a cute little dice-rolling game. It's very easy to pick up and play, but there could be more to this game. Let's explore the ups and downs of the game (+, +/-, -, ?): + The game looks really nice, shiny and coloful. I like how the characters and enemies move in a limited way. + Great character design. [spoiler] Mecha Peppa [/spoiler] is probably my favorite. + A good selection of weapons, skills, dice, buffs and debuffs*. + It's super fast to start playing the game. Everything is super straight forward. Just go and beat ass. + A good selection of map modifiers. The random boonuses though, can be painful. +/- The combat is kinda repetitive, but fun. I find myself doing actions in the same order really often. +/- The game feels really short. You can easily beat all enemies and beat a map in an hour. And then you do the same thing again, and again, and again... -* Poison is way too powerful. It's the most common way for me to die. - The very first enemy I faced was a mimic. I died instantly. Get used to that. The mimics, upgraded or not, are way too powerful. You really need to roll for buffs when fighting these bastards. - There are some enemies that just cycle regen, heal and shield rolls. Some fight feel like nothing's happening and nothing is moving forward. - There're like 2 songs here. I find myself listening to a podcast or music while playing the game, because there's barely any sound in the game. The sounds that are there, a good though. ? I wish there was more content, but the game is very cheap even when it's not on sale. I think this game was a test, or a base, for a bigger game with the same functions and ideas. I really wanna see this game expanded and improved. Fuzz Force: Spook Squad is a great game, despite it's flaws. I hope this is a start to an amazing series of games. Playing this game made me want more of this. 8/10.
Fuzz Force: Spook Squad is a [b]tabletop rogue-like game based on rolling dices[/b] for each aspect of the game. Its Halloween atmosphere, characters and enemies are endearing. [b]If you like this system, you probably will enjoy it [/b]. Good luck rolling the dices! [b]Recommendable[/b] Full review: https://turnbasedlovers.com/review/fuzz-force-spook-squad/
Fuzz Force: Spook Squad is a turn-based roguelite "dicebuilder" (haha) On your first mission you're going to play as Finn. Roll dices to attack or defend and kill enemies to clear the map and find and capture the Polter Prince, the main evil of this game! Battles are turn-based. You have three options to choose from: roll Attack, Defend, or Charge dice. You'll roll the minimum of two dices (main and stat dice). Defending grants you shields which get reduced a bit every turn even if the enemy doesn't attack. Charge meter is a really important thing you should keep your eye on. Without charges, you can't attack and defend. Battery charges carry over from battle to battle. Attacking reduces your charge level. Your special attack fills up by rolling dices. If it is fully filled up, you can use your character's special. Aside from that, there are a few buffs and debuffs you or your enemy can receive, such as fire, poison, and so on. There are five characters, each with four weapons (Finn has five weapons!). The weapon of your character decides your skill (for example one weapon gives you a bonus dice if your charge level is over 20) and your special attack. Also there are dozens of different dices and modifiers! Personally I really enjoyed the game and recommend it to everyone who likes roguelites and deckbuilders (dicebuilders hehe). Peace out!
看到有小优惠买了,感觉游戏内容还不值这个价……如果之后有更优惠的价格倒也能买来玩玩,不过估计玩没多久就弃了,可玩度感觉没有尖塔高。以及,furry控不要被骗了!(。
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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