
An innovative pigeon fighting game. In dungeon, defeat enemies by placing block cards. Experience new building dynamics around blocks, relics, and hero traits.
Modeled estimate, not a reported figure. How we estimate →
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About


"Tetra Dungeon" is a rogue-like and card combat game where the mechanics integrate Tetris elements. Players use cards depicting various shaped blocks and strategically place them on a 5x5 dungeon grid to inflict damage on entire rows or columns of enemies.

The game features three main classes:
Swordsman: Straight Sword Cards + Slash Cards with row-range attack
Mage: Elemental Spells + Various Spell Combinations
Puppet Master: Similar to tower defense, continuously adjust puppet units on the board for attacks

In addition, the game currently includes a total of 310 different types of cards.
Around 90 cards for each class and 40 common cards.

Our first foray into developing a rogue-like card game was filled with countless setbacks. Initially buoyed by confidence, we thought blending mechanics from Tetris and Slay the Spire would be perfect. However, by mid-development, the complexity and computational requirements were overwhelming—rendering the game nearly unplayable.
After numerous major overhauls seeking solutions, we've reinvented our design nearly seven times, created around 2,000 cards, and constantly revised and deleted them—enough to nearly lose our hair over it.
With our current version, we believe we have crafted something truly worthwhile and original, with no comparables currently on the market. Each class offers intuitive gameplay, and there is a good synergistic level amongst the cards. The game difficulty is relatively low, allowing nearly every player to achieve a playthrough and enjoy that thrilling rush of strategic victory!
However, limited by budget and resources, the game still has many areas needing refinement. Every indie developer, including us, strives to offer both innovative and well-polished games. We truly appreciate the support from every player who has joined us on this journey! A huge thank you as well to our players who tirelessly helped us during testing and to our friends and colleagues in the indie community!
Thank you for your encouragement and support!
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, 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
[Anime/Deckbuilder] This is a very interesting StS-genre game that combines deckbuilding and block unit combat. It has casual but unique rules and also features a lot of card/skill/player unlocks and a lot of replayability. Nice price, give it a try. [デッキ構築] デッキビルディングとブロックユニット戦闘を組み合わせた、とても興味深いStSジャンル系ゲーム。カジュアルではあるが独特なルールを備えており、またカード/スキル/プレイヤーのアンロックも多数あり、リプレイ性が高いのが特徴。価格もお手頃なので、気になったら飛び込んでみよう。 For more discernment on the anime games we curated, feel free to check out and follow our [url=store.steampowered.com/curator/36364102-Horny-Hentai-Festival/]Steam Curator[/url].
[h1]かわいいStS系ローグライク[/h1] 日本語未対応 MAPはStS、戦いはマス目を使って戦略的に進めていく ローグライク(ローグライト) 解放できるのはキャラクターと難易度で デッキ構築はそのゲームの進行と供に調整していく 最初からデッキが決まっているので そこは弄れないので注意 マス目に剣やルーンを設置し 縦と横などに出るダメージを 上手く敵に当てこちら側に来られないように ノックバックさせたりしながら戦おう 削り切れば勝利となる じっくり考えることが出来るので頭の体操にも良い プレイアブルは3キャラだがクリアしていく事により どんどん難易度が上がっていく お手頃価格なのでローグライクやシミュレーション好きな人にオススメ [code] Steamキュレーターで紹介しました [URL=https://store.steampowered.com/curator/41056472/]「3D酔いでもゲームがしたい」[/URL] 毎日更新してます! [/code]
通关两个职业了,卡牌老玩家,说下一些感受: 1.目标用户矛盾: 制作组想把这个游戏给哪些玩家玩呢?这是游戏能否大卖最关键的问题。牌佬玩家?假设一个玩家玩过一段时间杀戮尖塔,邪恶铭刻,骰子浪游者,甚至月圆之夜,那么他们大概率可以两小时速通这个游戏的三职业并且大致了解其中全部套路然后退款~为什么退款?策略纵深问题,在策略性和好上手之间做权衡是个很困难的工作,但是对于卡牌游戏,如果你的目标用户是这些牌佬,宁愿困难也不要好上手,事实上以上四例比较成功的卡牌游戏没有一个算得上一般意义上的好上手。那如果你想做给没玩过那些卡牌游戏的新玩家玩?一款游戏如何能吸引到从没玩过同类型游戏的玩家?回想一下自己入坑一个全新品类的经历,就会知道这些吸新元素都是游戏的包装部分,比如迷人的剧情故事,独特的游戏美术,总之不是独特的机制。为什么?因为机制是一个很内核的内容,完全没玩过卡牌游戏的玩家更不会在意一个卡牌游戏的机制,只有真正的硬核玩家才能在没玩的时候知道你的机制在说什么,所以拿一个创新机制吸引全新玩家能获得好的效果吗?我持观望态度。 2.核心机制层级不够高 把在棋牌上铺设方块作为一个新机制确实是一个不错的想法,但是做一个足够创新的游戏就应该把这个新的核心机制做到足够高的层级。这个游戏中,铺设方块从机制上仅仅是另一种形式的输出,和法术牌(技能)唯一的不同是,我需要填满行列,造成双倍伤害,而且在回合结束统一结算,让玩家寻找怎么填的更合适的位置的过程相对于寻找卡牌联动来说又是一个更为低级的决策,那么适应了从更高层面做没法精确计算的模糊决策(例如向卡组中加入有费滤抽收益如何)的玩家来说,这种简单到有最优解的决策能让他们获得更多成就感收益吗?值得思考一下。我们可以参考一下其他卡牌游戏怎么体现自己发独特机制,骰子浪游者,今年被吹爆了,也确实卖座,但是不得不承认它的机制确实层级够高,至尊骰子可以改变一切,光这一点就在策略深度上加了一个次方,调商店价格,调卡牌强度,削怪物血量,什么都可以弄,没人会不喜欢这个有意思的骰子。而本作铺格子机制甚至让我想起一些tcg游戏的流派,1.我的A区域有多少牌,可以额外造成多少伤害——我的格子铺满,伤害会翻倍。;2.若我的A区域有什么牌,伤害翻倍——遗物:在什么格子的牌伤害会增加;3.若A区域同时存在XYZ,则巴拉巴拉——饰品让星星位置的牌伤害增加。对比一下在机制上不存在特别本质的区别,也就是说这种创新在某种程度上说只能算一个新流派,并不能给玩家带来更多的新奇体验。 3.roguelike的理解偏表面 不知道这种游戏会不会更新,如果会的话,roguelike的核心应该是几乎无限的重开性,千万别让玩家觉得两小时就能参透,卡牌也需要一些明确的解锁线,不断引入新的流派,有限制又要敢放开,roguelike游戏核心体验是高度的随机造成的数值的极速膨胀,但是这个游戏的养成线很少,因为易伤伤害翻倍基本把其他流派压死了,一招鲜吃遍天了,啥操作能比指数爆炸还膨胀?这比邪恶铭刻给两张灰熊合体膨胀多了,但是我是玩家我会觉得合体灰熊让我觉得更兴奋。邪恶铭刻的流派设计非常出色,没有职业,但是仅仅三张的初始牌组就能让玩家自己尝试出一种流派,这是最高明的手段,众民皆谓我自然,玩家觉得流派是自己发现的,并非设计师的设计,近乎天道的神乎其技了。这种让玩家发挥主观能动性的地方是让游戏可以反复重开的动因之一。 想到了就随意说说,可能对也可能只是我没有参透制作组的很多用心设计吧,如果能帮到制作组改进游戏我非常开心,如果觉得不爽也可以把我当个吃不了细糠的喷子吧,谢谢。
在格子里摆格子回合制战斗。 卡牌化成格子,大小不一,组合特性各异,新奇有趣。 美术不错,教程简短,UI干净,操作流畅。规则简单上手快。 建议加上中文标题。
《Tetra Dungeon》是一款相当有意思的策略肉鸽爬塔游戏,游戏的战斗融合了部分俄罗斯方块的灵感,让玩家在5X5的棋盘里进行各种排列战斗,是选用格子武器还是技能全凭玩家喜好,各种组合之后的效果倍数极致伤害是游戏最大的乐趣所在,当然,各种怪物都具有自己独特的战斗机制也是游戏的亮点之一!商店、强化、复制、遗物、等爬塔必备元素也是一应俱全,算是一款麻雀虽小五脏俱全的小体量精品策略肉鸽游戏! [quote]关注「 [url=https://store.steampowered.com/curator/45145702//]左邻右里鉴赏组」 [/url] [/quote] [u][b] 游戏好不好玩,只有玩过才知道! [/b][/u]
The game involves placing cards on a board. They are located at the bottom and appear at random from your current deck. Each card has a placement cost which is deducted from your energy pool. You can only save a certain quantity of energy, but it recharges after each round. A card can be placed anywhere on the board, and even with parts sticking out, except on top of another card. Cards come in a variety of shapes that occupy squares on the board, therefore a small number on the card indicates how much space it requires. Shape and location are important because of damage output, which can be improved further by rotating the shape. Cards can be moved after placement, and nothing is final. Cards are classified into three types: sword cards that you place on a board, skill cards that you cast immediately, and puppet cards, which are similar to sword cards but attack nearby squares rather than columns and rows. Once sword cards are set and the round ends, the attack spreads throughout all rows and columns of the board. The level of damage is determined by how many sword cards you place and the number of squares in each row and column. A number on the card indicates how much damage you deal per square, but it adds up when positioned correctly. So, if you set up a sword card vertically, with each square dealing one damage, you will only deal one damage across numerous rows. However, because a sword covers more squares inside a column, you will do far greater damage to that column. The game only has one mode, roguelite, in which you move from one side to the boss at the end by selecting nodes and paths. A node can be either a combat or a reward. A reward node lets you grab a new card, upgrade or duplicate an existing card, or buy a new card with money. One special items are relics that are active until you lose the current run. Games are won by positioning cards in a way that destroys the enemy cards. This can be accomplished through basic placement and hoping to outlast the attacker, or by filling up all squares within a row or column, which results in double damage. Your sword cards are removed from the board after each round and return to the pile, but you can use them again. When an opponent card remains on the board after a round, it will take an action. Acton depends on the enemy card, which can advance forward to the bottom, shoot from a distance, or do something else. Ranged enemies must always take priority since they can damage you from anywhere, whereas melee units must first reach the bottom. After dealing damage, a melee enemy returns to the top and starts moving down again. Enemy possesses multiple cards per battle, and new ones will appear on the board as you eliminate the existing ones. Bosses are bigger cards that take several squares, have more health, and come with special attacks. However, you need to pay attention to heal when you get the opportunity. Health doesn’t restore after battle, so you barely survive one and immediately die in the next. When you die, you don’t get any kind of reward or meta progress for the next round. All you unlock are two additional characters and fill up gallery with all the cards.
Bu, deste oluşturma ve blok birim savaşını birleştiren çok ilginç bir StS türü oyundur. Sıradan ama benzersiz kurallara sahiptir ve aynı zamanda çok sayıda kart/beceri/oyuncunun kilidini açma ve çok fazla tekrar oynanabilirlik içerir.
刷的一下两个角色过关了,一如继往爱玩 和试玩版相比少了点东西,做减法很不容易 唯一小卡点,卡牌库选卡牌要用上鼠标滚轮需要注意 不知道还有没有能量拉满想办法塞满棋盘的build,应该挺爽
Увлекательный геймплей со свежим взглядом на тактику и с привлекательной ценой.
还挺有模有样的,四格长度放不下了还能放到棋盘外边,留场的卡每回合都可以动位置太赖了。。
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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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