
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
请问怎么全屏或者无边框?
硬核策略玩家可以体验到杀戮尖塔一样的爽感,目光呆滞不想动脑的玩家也可以快速上手。 一把通关的时间大概在1~2小时左右,3个角色各有特点很值得一玩。 目前打折的价格性价比也很高。
剑术大师:菠菜罐头肌肉猛男 法术大师:裤裆带毒底裤过穿 傀儡大师:拼尽全力无法战胜
莫名其妙靠初始角色通关了个难度0。。。。。 好像武器的朝向会导致攻击数值不同,但不太理解,每次都是旋转找出数值最大的去摆放设置。 玩的删牌流,把初始卡牌删的差不多就能赢了。商店卖的基本都比初始好,初始剩下1张就够。 怪物设计还可以,记忆点是比较足够的。但难度0差不多时长1小时感觉还是能再缩短一下,缩成半小时-40分钟差不多,再往后可能会容易玩困,删掉几个关卡就行。 游戏吸引力和噱头可能不是很强,最好是包装成故事或者来点剧情,光打牌应该不太够。
[h1]棋盘管理大师[/h1] 《Tetra Dungeon》是一款肉鸽卡牌爬塔策略类游戏。本作在常见的肉鸽卡牌游戏中加入创新玩法,卡牌分为武器、法术、随从,武器是有形状和大小之分,放置武器会立刻对目标进行伤害的预算,法术会有行、列、单体立刻发动伤害。随从会放置在棋盘上每回合使用技能。所以要如何在方块棋盘上将这些机制最大化,是游戏获胜的关键。爬塔过程中也有随机的事件发生,有技能或者商店道具店之类的,用来升级卡牌或者复制卡牌,或者是直接购买新的卡牌。 [h1]策略要素拉满[/h1] 玩家是要在一个5×5的棋盘中与敌人进行战斗,卡牌分为武器、法术和随从等。敌人直接出现在棋盘上,有的成列,有的成行。有的敌人会逐渐靠近玩家的位置发动近战伤害,或者用远程的方式直接对玩家造成伤害;有的敌人会在棋盘上随机移动,还有一些敌人会召唤出小怪,直接出现在靠近玩家的位置。除了直接造成伤害的法术或技能外,大多数卡牌都是以各种武器的外形占据棋盘,而且越大的武器占据的棋盘空格就越大;法术则会同时对占用格子的所在行和列造成伤害。同时,还有不规则的武器,但游戏中可以随时使用右键旋转卡牌,借此调整占据的棋盘位置,达到效益的最大化。在对敌人造成伤害时,当玩家能够利用武器和武器,或者利用敌我双方的随从填满5格的行或列时,该行或列造成的伤害将会翻倍。因此,最大限度地将自己的行或列填满是一个需要时刻注意的机制。 [h1]化繁为简快速构筑[/h1] 每个奖励关卡都会有多种功能,强化、删牌和购买啥的。一站式对自己的卡组进行构筑和强化,非常方便玩家。游戏的推进一般只有2选1,选择完奖励后便可以专注进行对战,然后再进行2选1奖励,往复循环,直至爬塔到最终boss房。 [h1]最后的总结[/h1] 本作的游戏难度几乎都集中在了调整卡牌占据棋盘的位置上,毕竟玩多了太多的肉鸽爬塔游戏,突然有这么一款机制为卖点的游戏,着实让人欢喜。现阶段有3个职业出场,游戏的玩法相对有趣好玩,卡牌的搭配和利用率组合上手容易精通有点难,适合那些喜欢尝鲜新玩法和新机制的玩家们。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
三职业12难通关,该体验的基本上算是体验完了,尽量给出一些中肯的评价。 首先,游戏的定位无疑是一个小品游戏。虽然是大分类上算是卡牌roguelike,但流程很短。战斗节点固定是道中2局加BOSS一局三次,一大局仅有9次战斗。正常情况下一局20分钟左右就可以通关。这是单局时长上的说法。 其次,游戏的内容也着实不多。Rogelike的游戏有一定随机性,但具体到本游戏来说,所有运营节点与绝大部分战斗节点的顺序和内容都是固定的。如果仅是运营节点固定,其实也只是更特化一些,好坏参半。但战斗节点内容不做变化,一定只有内容不足一个原因。三个BOSS只有第一个可能有两种情况,后两个都是固定的。道中怪物也固定且缺乏特色。从这方面来说,游戏也只能是个小品的定位。 总的来说,内容不足。这也是游戏目前主要的缺点。至于玩法,虽然也圄于内容较少有深度上的缺陷,其想法和设计反倒还是可圈可点的。为了进一步扩展玩法,很多近来的卡牌游戏都试图开辟卡牌之外的战场。卡牌+建造,卡牌+战棋,卡牌+养成……相关的玩法已经有很多。本游戏的设计算是一种简化战棋,但棋盘与卡牌的关联有没有那么强,依然可以看到很多传统卡牌游戏的影子。这种类型我之前没有遇见过,但不管怎样,创新总是好的。 除此之外,游戏也没有任何剧情。尽管卡牌游戏不太需要剧情,但至少几幅图片介绍一些来龙去脉也还是不嫌多的。再结合简单甚至简陋的框架,较少的内容,制作组的捉襟见肘不难想象。正如之前反复提及的,内容不足是这个游戏最大的硬伤。这方面也没什么可说的,只能希望制作组能在以后的更新中增加一些内容,或者能赚到些钱在下个游戏里多投入点吧。 最后简单说一下游戏体验。三个职业玩起来是三种感觉。战士总体上还是方块为主,到了法师就和棋盘的关系不大了。法师的玩法和build思路都很贴近于传统卡牌游戏,方块都是用来叠buff的工具人。傀儡师则介于二者之间,主力输出是方块,但不管什么流派核心key牌都是技能。 而从难易程度上来说,战士和法师都比较简单,唯独傀儡师难度稍高。这是因为前两个职业流派都有白卡key牌,build很容易成型,成长曲线也比较合理。但傀儡师的key牌都是蓝橙,一局下来碰不到一张都是有可能的。更加上,由于游戏的节点顺序固定,前三个运营节点你是一定可以选到选牌+升级+复制的。这样一来,开局如果能选到高强度的卡,后续升级复制一气呵成。反之则可能需要放弃复制机会。因此,傀儡师总体来说要难打一些。
好玩爱玩,一口气进好几个强化事件,然后在下一关直接流派成型的感觉特别爽。
来劲了,燃起来了
很好玩,很有乐趣,打起来很轻松,内容有点少
玩法有意思但不多 内容过少
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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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