
Greedy Dungeon is a Deck-Building Roguelike game that you have to build a deck with your playstyle and embark upon a random-generated-dungeon swarming with dangers and favors. Your greed won't punish you, perhaps sometimes would.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Traditional Chinese*languages with full audio support
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1.59 Euros for a game that kept me entertained for 28 hours - great deal I would say. It looks pretty simple in a way but the mechanics behind it are great for a dungeon crawler, provide you with a decent challenge most of the game. The game keeps you occupied by unlocking new cards for every level up, as well as allowing you to invest into some upgrades for your hero. Once you reach the maximum level, artifacts become available - each of these has to be unlocked and you do not know what they do until you unlock them so definitely something to aim for and keep you interested. Once you unlocked enough artifacts and cards you might want to try the highest difficulty and see how good your tactic is against enemies that could potentially kill you in 3-4 hits. Hands up to the dev team, I was more than impressed to get this much fun out of such a cheaply priced game.
I was looking for something simple and fun to play. And this game was basically what I wanted!
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Hours played at review time, across 34 reviews with recorded playtime.
This game was fine. It's not the most challenging one and I got bored long before getting the 100 quest achievement (I'm at 51), but I enjoyed it for some ~10 hours, which makes it worth the price.
Cheap, easy and good at what it does, well worth its price.
Full of ugly art and bad translations
Let's get the elephant in the room out of the way before moving further. Yes, the English translation is not great, but this game barely has any story, and you won't deal with the broken English outside of the tutorial, for the most part, so it's a rather minor nitpick, if any at all. This has pretty good ideas, like how the debuffs are different from what you see in 95% of other games where you see bleed and freeze, the upgrading of your cards to keep what you like relevant, no matter how late in the game, and the concept of the 'greed' is what makes this game good. Basically, you pick up loot, which clogs your deck, making it riskier to take fights, but the more you have, the more you can take back home to improve yourself. That was a fun concept. Animations are pretty minimal, and I don't particularly dig this artstyle. Variety is lacking, you either shoot the guy in the middle, shoot the guy in the front, or shield; that's the entire game. The resource management system is interesting, as well as the picking up of limited use, temporary cards, but they don't make the dungeons not feel repetitive and tiring. Instead of 12 grinding fights per mission, I would have preferred to see five really challenging ones. The game's okay. It's short, doesn't take much to make it to the end, although you can be stuck grinding at the highest levels for a while if you want to buy every single little medal, but since the game doesn't let you upgrade or do anything meaningful after it, it feels like a waste.
Greedy Dungeon is an enjoyable indie roguelike that successfully combines dungeon exploration, deck-building strategy, and RPG progression into a compact but rewarding adventure. Developed by Dern Lin and published by DDLin, the game embraces familiar mechanics while presenting them in a way that feels approachable and satisfying. Rather than overwhelming players with an excessive number of systems, it gradually introduces new mechanics that naturally build upon one another, creating an experience that is easy to learn yet capable of providing many hours of replayability. Every journey into its procedurally generated dungeons presents fresh opportunities, encouraging players to adapt their strategies instead of relying on a single formula. Although its presentation is modest compared to larger titles in the genre, the gameplay loop proves engaging enough to keep players returning for another run. Exploration forms the foundation of the experience, with randomly generated dungeons ensuring that every expedition offers a different layout, enemy arrangement, and collection of rewards. This unpredictability captures the spirit of roguelike games, making each run feel like a new challenge rather than a simple repetition of previous attempts. Players constantly face decisions that test both patience and ambition, choosing whether to push deeper into dangerous territory for greater rewards or play more cautiously to preserve valuable resources. This balance between risk and reward aligns perfectly with the game's title, as greed often tempts players into situations where careful planning becomes essential for survival. Even though the environments are visually straightforward, they effectively support the gameplay by keeping the focus on tactical choices instead of environmental distractions. Combat revolves around a customizable deck of cards that determines every offensive, defensive, and supportive action during battle. As players continue progressing, they steadily unlock additional cards that allow for increasingly diverse strategies. Some builds focus on overwhelming enemies with relentless attacks, while others prioritize defense, resource efficiency, or carefully timed combinations. The card system rewards experimentation because there is rarely a single correct solution to every encounter. Success depends on understanding how different cards complement one another and how they can be adapted to the challenges presented by each dungeon. Since every new card is earned through gameplay rather than external purchases, progression feels consistently rewarding and gives players a genuine sense of accomplishment as their collection expands. One of the game's strongest progression systems comes from its equipment and smithing mechanics. Instead of constantly discarding older abilities in favor of newly acquired ones, players can strengthen their favorite cards through upgrades that improve their long-term usefulness. Equipment plays an equally important role by increasing attributes that directly influence combat, including attack power, defense, available mana, and hand size at the beginning of encounters. These upgrades have a noticeable impact without making the game feel unbalanced, allowing players to steadily develop stronger characters while still requiring careful decision-making in every battle. This sense of continuous growth gives every successful dungeon run additional value, since collected resources contribute to meaningful permanent improvements. As players advance further into the game, relics become another important layer of customization. These powerful passive items significantly alter combat by introducing special bonuses that interact with specific playstyles and deck compositions. Some relics encourage aggressive strategies, while others reward defensive planning or efficient resource management. Because relic combinations vary from run to run, they encourage players to experiment with different approaches rather than relying exclusively on familiar tactics. This system substantially improves replay value by ensuring that even experienced players continue discovering fresh synergies between cards, equipment, and passive abilities. The gradual introduction of relics also helps maintain a satisfying progression curve, preventing the game from revealing all of its strategic possibilities too early. The combat itself strikes an appealing balance between accessibility and tactical depth. Every encounter requires thoughtful management of available mana, careful sequencing of cards, and consideration of future turns rather than focusing solely on immediate damage. Players who rush into battles without planning often find themselves struggling later in longer dungeon runs, while those who carefully conserve resources are rewarded with greater consistency. Battles move at a comfortable pace that allows strategic thinking without becoming slow or tedious, making the game equally suitable for brief play sessions or extended runs. This approachable design makes Greedy Dungeon welcoming for newcomers while still offering enough strategic depth to satisfy experienced fans of card-based roguelikes. From a visual standpoint, Greedy Dungeon adopts a clean and practical art style that prioritizes gameplay clarity over graphical complexity. Character illustrations, enemy designs, and interface elements are all easy to understand, allowing players to quickly evaluate their available options during combat. While the environments do not feature highly detailed artwork or elaborate animations, they remain functional and appropriate for the game's overall scope. The soundtrack complements the fantasy setting with pleasant background music that supports exploration and combat without becoming repetitive, while the sound effects provide satisfying feedback for attacks, abilities, and victories. Despite its strengths, the game does have a few limitations. Players searching for an extensive narrative, cinematic storytelling, or an enormous amount of endgame content may find its overall scope somewhat modest. After many successful runs, some enemy encounters and dungeon events inevitably begin to feel familiar despite the procedural generation. The visual presentation, while effective, also lacks the polish and spectacle found in higher-budget productions. However, these shortcomings rarely overshadow the quality of the core gameplay because the developers clearly focused their efforts on creating engaging mechanics instead of relying on presentation alone. Greedy Dungeon succeeds by delivering a polished blend of strategic card battles, rewarding character progression, and replayable roguelike exploration. Its interconnected systems encourage experimentation while providing a steady sense of growth that keeps every successful run meaningful. The combination of deck customization, equipment upgrades, relic collection, and procedurally generated dungeons creates a satisfying gameplay loop that remains enjoyable well beyond the opening hours. Although it may not compete with the genre's largest releases in terms of content or production values, it stands out as a thoughtfully designed independent title that offers excellent value for players who appreciate tactical decision-making and replayability. Rating: 7/10
Greedy Dungeon is a deck-builder in which you enter dungeons of increasing size with the goal of basically just exploring rooms (battling AI-brain-dead enemies along the way). After your run, you spend your gained resources on purchasing and upgrading cards. You may build your 30-card deck as you see fit. The core gameplay/update cycle is passable for awhile. Unfortunately, the extremely limited mechanics, enemy diversity, and lack of interesting negative statuses, lead the battles to become extremely, extremely, repetitive. Even this is OK for awhile, until you reach the later rank dungeons, where in lieu of an actual challenge, you are treated to increasingly larger damage sponges. I had planned on finishing the game, but decided that life is far too short for such tedium. There are some other pointless aspects as well, including a fatigue system (which punishes exploring but then gives you twice as many fatigue potions than you will ever need), and the fact that loot clogs your hand but may be easily purged and stored by the automatically-granted allocation of "banking" opportunities. The only positive to be taken away is that this game can be had for ~$2. If you have oodles of time and don't have oodles of money, then you may give it a try. Otherwise, you should pass. Overall: 3/10
Fun light weight deck builder dungeon crawl. Game can be used to showcase and teach the general mechanics. There is a ton of repayable with the relic systems building fun combos and seeing how they interact with each other.
靠时间堆数值的游戏……没有氪金系统只能肝的氪金手游
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