
A deep roguelike and card game that is played using only two buttons: Right and Down! Choose your hero and explore randomly generated card dungeons, gather powerful artifacts to get new abilities, and fight against mighty enemies! Will you make it to level 50?
Modeled estimate, not a reported figure. How we estimate →
About
Stats
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
Great game. They hit on that magic formula that has you wanting "just one more go". My game time here to complete all 9 dungeons was a bit inflated as I had to leave it on for a while at times as the game doesn't let you quit out mid run but that's just a minor grievance. There's good variety in the classes and how you can setup your class before you do a dungeon run, and there was enough complexity that it probably took me half my gametime before I realised what the strongest class was . Spoiler: [spoiler] it's the mechanoid [/spoiler] With good art and unobtrusive soundtrack, it's the perfect way to spend a few chilled afternoons/evenings.
Meh, could be chill but didn't hook me in.
it is a unique genre, first 3 class are good, but last 2 class are bad and weak (will die super early at high level difficulty) simple and casual game, can go for it if discounted
👍
I played this game and its semi-sequel, Right and Down and Dice in the opposite order of their release. Even though I left a negative review on the latter and was generally dissatisfied with my experiences in it, I still wanted to check out the first game, and it ended up being quite worthwhile that I did. Where Right and Down and Dice gets bogged down in forcing the player to repeatedly solve the same menial puzzles once they have an artifact combination, the decision-making in Right and Down is constantly meaningful and intense. The faster pace of play and the lack of repetitive sets of decisions mean that the randomness the player is dealing with on a moment-to-moment basis is far more impactful. It's less about each individual decision of "right" or "down" and more about balancing pathing and the set of consequences tied to each that gradually increases throughout the dungeon (as you gain new abilities tied to different combinations of sequenced directions, and artifacts that can mitigate negative effects or even turn them into pure benefit). This game manages to trigger that satisfying feeling of achieving victory through a blend of strategy and luck quite effectively, where Right and Down and Dice fails for me. It's still a very simple game, but I think it hits its design intent very well.
Is difficult to describe what i don't like about this game, like, conceptually i think is good, in execution, i think it has too much RNG for items that are very situational and are basically your character build for the run; for example, if you get a relic that buffs you while in a volcano level, the buff is minimal, and it only works in 1/5 of the levels, so that is terrible. I don't feel any motivation to play to the end, when i know i'm just gonna be seeing the same enemie assets and looting relics and weapons until my life reches 0, which is not a problem for me in games like slay the spire or into the breach, which are .. kinda similar games to this, but those games don't have situational items, they have lot's of options for customization from the start, and the buffs and debuffs are actually very op when you compare them to those in this games which do so little it makes the run to the end feel like a crawl. it feels slow on the gameplay side, and badly optimized for what little graphical quality it shows. i would love to see more games that you can play with like only two buttons and are turnbased, but this doesn't scratch that itch.
Un "solitario" de cartas sencillo y entretenido. Mecánicas y reglas básicas pero con la profundidad suficiente para tener que calcular adecuadamente la estrategia a seguir, a mí me ha enganchado hasta lograr superar todas las mazmorras. Como sugerencias de mejora tendría las siguientes: necesitaría equilibrar un poco los niveles de bosque, que están un poco desbalanceados, al menos hasta que desbloqueas a uno de los personajes. En la última mazmorra el jugador puede hacer trampas, ya que si pausa el juego podrá seguir viendo gran parte del tablero para calcular sus movimientos con tranquilidad, y además al volver del menú de pausa la cuenta atrás se reinicia. El juego sería fácil de adaptar a jugadores con diversas discapacidades, incluida la ceguera total, pudiendo así llegar a un público mayor. Sobre esto último, se puede consultar más información buscando el perfil de "videociegos" en X. Por lo demás, el juego merece un notable ;)
Right and Down és un bon joc de trencaclosques i estratègia que sorprèn per la seva capacitat de generar profunditat a partir de mecàniques molt simples. La idea és senzilla: només pots moure’t cap a la dreta o cap avall, però darrere d’aquesta premissa minimalista s’hi amaga un sistema de decisions que exigeix planificació i visió estratègica. Tot i la seva senzillesa visual i mecànica, el joc aconsegueix mantenir-te atrapat, oferint una experiència estimulant i addictiva. Cada moviment compta, i és fàcil trobar-se pensant bé cada pas per aconseguir la millor puntuació o superar el repte que tens al davant. En resum, Right and Down és una proposta senzilla però amb molta profunditat, ideal per a qui busca un joc ràpid d’aprendre però difícil de dominar. Perfecte per a sessions curtes que acaben allargant-se més del previst.
セールにて半額で購入したのでオススメとしているが定価購入だったらオススメにはしていない そんなゲーム 運ゲー、バランスが悪いとレビューされているが、実際そんな感じ 軽くプレイすればコツは掴めるのだが、掴んだところでどうにもならない局面が多い 大きな理由として「敵と戦う意味が皆無」という点がある この作品は戦闘するとアーマーもしくはライフが敵の攻撃力分減少するシステムだ 勝つとEXPが貰えてスキル習得に使うのだが、んなもん習得するより消耗を避ける方が重要 結果として初期配置の影響が大きすぎるゲームとなっているように感じる
At time of writing It's a three year old game. It plays plays like it is incomplete. It's not minimalist, its more like its not fully featured. It absolutely NOT a deck builder. you can upgrade some cards,that isn't deck building. also it's not a card game. You don't have a hand you play cards from. You just move. Calling it a deck builder is false advertising. The game play is SLOW. The animation in the game play videos is speed up 2-3x. No mod support. Sad because it's fixable with minimal modding. Bugs like: even with all volumes at zero and you still get sounds for some things. It's presented as a quick and casual game, but the reality is that it is a slow, difficult game where you have to think nine moves ahead or you will just hit a wall at level ~35 in the first dungeon. locking you out of 90% of the game. No amount of luck will help. You MUST play slow from the very first move. And honestly, my biggest gripe is that it is absolutely, objectively, not a rogue-like. It is a puzzle game with procedure generated puzzles and incremental failure modes. Make too many sub optimal moves, and you have to start at zero. Google the Berlin Interpretation if you don't believe me. This is coming from someone with multiple Amulets of Yendor, not the cheap plastic imitations. You only have one type of character to play at the start. The others are all locked behind RNG. Read the discussion threads. People with dozens of hours in this game still haven't unlocked them. So if the warrior doesn't suit your style, too bad. Unlocks like this should be incremental instead of PURE RNG. It doesn't have enough complexity to make cerebral play fun, and it's too slow and difficult to make it a casual game. The simplicity makes just a repetitive game. It's not a feature, its what holding this game back.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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