
Explore randomly generated card dungeons where you can only move Right and Down, use Dice to defeat mighty enemies, gather powerful artifacts, and learn new abilities! Will you be able to escape from the dungeon?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Portuguese - Brazil, Portuguese - Portugal, Simplified Chinese, Spanish - Latin America, Traditional Chinese
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
Alright. [i]Right and Down and Dice[/i] is the second game in a series that features the game [i]Right and Down[/i]. Somehow, this game is both better and yet also less compelling, at least from my perspective. If you have played the first game, then you are already going to be familiar with the playing card boardgame set up. This game builds on that by adding dice into the mix. So, how this game works is: You have your starter character, which is the fire barbarian. After playing through a run, whether you complete it or not, you will unlock the next character. Who will unlock the next character. And so on, until you have everyone unlocked. I've only beaten a dungeon using the Mechanoid, and so I will subjectively state that it is the most user friendly of all the characters available. Why? Because although it has the lowest hit point pool, it starts out with more armor and also has a starter artifact that allows it to gain additional dice each round while in combat. Which was almost like easy mode in my opinion. With more time, I'll definitely defeat dungeons with other characters, but the Mechanoid was the easiest way to get the first win. https://steamcommunity.com/sharedfiles/filedetails/?id=3433811125 There is one broken gameplay mechanic. The game can and will sometimes generate monsters that require dice your character doesn't have available and has no means of accessing in a battle. As you progress through the game, this becomes less of an issue due to the ability to buy and earn different dice or to unlock faith dice that can be used as any color, but this broken RNG can and does happen on the first few maps periodically, which effectively ends a run unless you're using the Mechanoid. This game really deviates from its predecessor by featuring dice and strategy attached to using said dice. Where the first game basically had you simply bumping monster cards and let the better stats win, this one actually has you duking it out with turn-based dice battles where you need to fill in a monster's squares with dice. Completely filling in the squares kills the monster. However, your abilities also require dice to fill in their squares. And of course, monsters also have special abilities which trigger either every round or in response to your actions. There will be between two and four monsters per battle. This screenshot will give you a visual representation of what I'm describing. https://steamcommunity.com/sharedfiles/filedetails/?id=3434368224 As you can also see, some squares have a number on them, such as +3. That means the die required in that slot must be equal to or greater than the number shows. Some linked squares will also have an + sign between them. That means you have to use the same numbers across the square synergy. Like, 3's across the line. Also, you will see certain squares have colors above them. Those squares will only accept dice with the same color, or in the case of two colors shown, you can pick one or the other color die to use there. This is the part that I mentioned as being a broken gameplay mechanic above. Characters don't start with all colors in their pool of dice, and as mentioned, sometimes the game randomly picks one that isn't currently available in a run. The game board is pretty much the same as the first game, but smaller. There are enemy cards, merchant cards to buy artifacts, and temple cards to buy limited use special abilities. There are however no potion, coin, or armor cards. Instead, you will earn coins fighting enemies and the more difficult cards will also give you an additional coin. The final card on each board alternates each round between moving to the next board or moving to camp and then to the next board. Camp is simplified. You can select a health potion, armor, or coins. And then you will also be given a choice between three permanent special abilities or will be given a new die where you will select its color and then add it to your permanent dice pool. And. Defeating a dungeon only requires twelve levels this time around. Which is more forgiving. Each time you defeat a dungeon, you will unlock a new difficulty level (i.e. a new dungeon level) with some sort of handicap to the player. Each character has five total dungeons to defeat. At some point, you will also unlock daily challenge dungeons, but I haven't done so yet. https://steamcommunity.com/sharedfiles/filedetails/?id=3433957406 I personally find this game to be more challenging than the first game. Your mistakes are more unforgiving. The broken mechanic I mentioned will happen from time to time. But. It is unquestionably a fun game. Moreso than the first game, I think. The dice mechanic is really cool absent the issue I mentioned and really makes this game stand out. I got this in a Fanatical bundle and that's going to be the best way to grab this game IMO, but there is definitely enough game here to justify the $11,99 retail price. However, since it's already been bundled three times, safe bet it will be bundled again as well. Either way, it's worth a look. [code]If you found this review helpful and would be interested in supporting my Curator group, [url=https://store.steampowered.com/curator/32549618/]Robilar's Reviews[/url], it would be appreciated. Cheers.[/code] [code]Also follow [url=https://store.steampowered.com/curator/32732116-IndieGems/]IndieGems[/url] for more reviews like this one.[/code]
good idea but unbalanced game, which mean unplayable (unwinnable) (enemy dps too high [ at least half of the monster have OP skill, like revival, conditional damage while your turn ] while healing or armor is scarce, and the game design always force you to fight at each level which make you lose hp drastically which is stupid) (bought it since cheap and look similar to dicey dungeon)
Отлично! Напоминает старый добрый Elder Sign от Fantasy Flight Games, который, в свою очередь, брал за основу главной геймплейной механии классический покер на кубиках. Зайдёт так же фанатам Slice and Dice. За 50% рекомендую!
Pretty good, needs a lot of polish, but base mechanics are fun. 7/10 I played through each of the 6 characters first Dungeons. In total, they span 12 floors and dungeon takes about 1-1.5 hours each at most. Perfect for multiple campaign. Despite the core mechanic being just rolling dice, I found the strategy of when and where to place die presenting many interesting options to turn even bad RNG in your favor. The game allows for many types of strategies. Where the game still needs work is balancing. During a campaign the hardest part is definitely the first few floors of a dungeon when you don't have any relics. Once you pick up 4 or 5 relics, you can quickly snowball and plan around combos. When you max out at 12 relics, rarely will you not steamroll any battle, you don't even need to strategize much anymore at that level as you'll have so many dice being rolled each turn due to relics. The final bosses are generally a pushover and definitely needs an HP buff. Infinite's are super too easy. At time's I'd farm HP from an encounter so I could be better prepared for the next battle. Maybe adding a death mechanic similar to Chocobo Dungeon where the grim reaper appears and chases you down to the next floor if you dawdle.
[code] [url=https://store.steampowered.com/curator/36948155-Card-Game-KING/] FOR MORE CARD GAMES FOLLOW US [b]CARD GAME KING [/b][/url] [/code] The game feels like a streamlined and simpler version of One Deck Dungeon, but with so many layer stripped, it feels very repetitive. While the core gameplay works, it only works for a while before you get the feeling of "I've done this already". The gameplay is rather straightforward: Roll some dice and assign them to enemies which require dice of certain value and color. There are plenty of abilities, artifacts and blessings that let you make combos which were honestly satisfying. Unfortunately, the main gameplay struggled to keep my attention as repetitiveness settled in (hours spent are bloated due to it running in the background). This is due to the fact that despite the different powers, heroes and their starting abilities, the gameplay just feels samey. Once you have your combo set up, it's just a matter of going through the motions until the end. This takes us to the second problem: Each run feels far too long. I either died before the middle, or were killing every enemy before they had a chance to act or do some real damage. Any battle after the half-way point didn't seem to matter or pose any difficulty yet you had to do them. To make it worse, there is only one boss per run, and they are particularly weak and feel like just another minion. There are new types of unlockable dungeons that offer a custom challenge for each hero (which is a very cool feature), but unfortunately, the slight rule changes don't help with the repetition issue. Since many reviewers mentioned it, the game does support drag and drop but a different problem is if your game crashes or you force exit it, the autosave doesn't work and you lose quite a bit of progress. Overall, the basic idea of the game works, but it alone can't carry the game long enough. It needed more mechanisms. Currently it's only fun for a while. [h1][b]The positive[/b] [/h1] + Diverse heroes, abilities + Challenges that are specially designed for each hero + Core concept is fun (for a bit) + Plenty of items to combo with [h1][b]The neutral[/b][/h1] * Some items are significantly better (like freeze) than others [h1][b]The negative[/b][/h1] - There isn't much of a challenge. - Repetitive gameplay despite attempts to make it diverse. - Overly long runs. Essentially, runs are decided at the halfway point yet the grind continues. [h1][b]Conclusion:[/b] [/h1] Interesting dice placing concept (like One Deck Dungeon) but gets repetitive after a while. Careful recommendation. [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]
The title of this game is hilarious, because it tells you how repetitive this game is - all you do is GO RIGHT AND DOWN in the dungeon *every level* to end the level. And you are somehow proud of that? Randomizing the same 9 tiles of shop A, shop B, and enemies every level is not a useful idea, it adds nothing. Did it not occur to you to add event types? choices? mechanics? The balance of everything is off. 1 extra gold for a 3 enemy encounter that makes it 100% more punishing? It does have potential, but the developers need to bring on someone with more experience in game design as well as UX. Skip this, there are so many better titles in the genre.
Game is ok
首先来一句总结,冰霜战斧是游戏里最强神器没有之一,此外冻结敌人的技能和祝福也是有就必拿。 整体是个不错的策略游戏,虽然掷骰子的玩法很有随机性,但在各种技能神器祝福的作用下已经是很有策略性,随机性降到比较低了。各种职业做得还不错,没有特别强或特别弱的,研究好了机制都一样能最高难度过关。反而日常挑战的附加条件是最有随机性的,有的组合就是死局,根本玩不了。 全职业最高难度通关再过关10次日常挑战,终于拿到全成就,满足卸载。
Really fun and addicting game. I plan on 100%ing it.
Secuela / Spin-off / Whatever del Right & Down en el que usamos dados de colores para activar habilidades y derrotar enemigos en cada encuentro. El sistema de combate de dados está bien pensado, y es sencillo de entender pero ofreciendo una interesante variedad de potenciales habilidades y efectos con su uso. Los requisitos para derrotar a un enemigo suelen basarse en colocar cierta cantidad de dados con algunas restricciones (color del dado, valor del mismo...), y efectos en caso de no derrotarlos a tiempo. La principal pega que le veo al juego es precisamente la que sería el punto fuerte en su antecesor: El tema de Right & Down (que en teoría se usa para avanzar sobre una mazmorra, ya sea hacia la derecha o hacia abajo) es superfluo en este juego, con niveles muy pequeños (tan sólo 3x3 casillas) y sin ningún efecto más allá de decidir por dónde se va. Esa parte se nota muy desaprovechada por algún motivo, comparada con el sistema de combate que sí que está bien montado. En resumen, es un juego original y entretenido, pero me ha gustado más su antecesor, Right & Down.
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