Reviews from

in the past


When the Dicey Dungeons OST kicks in

chipzel just goes the fuck off in this soundtrack it's not even funny

another review on here says it better but basically the first couple hours are awesome but theres not much longevity

i like it but probably wont play it again


Eu joguei inicialmente no PC em 2022, mas em 2024 comprei no celular e acho que fica bem melhor.

É uma variação do roguelike de cartas que Slay the Spire tornou famoso, mas com um funcionamento que é, ao mesmo tempo, complexo (você maneja os dados aleatórios toda rodada e maneja equipamentos entre as batalhas), mas simples de entender.

Há uma grande variação de personagens pra escolher, mas também variações de regras e jogabilidade na mesma classe. É mais fácil de vencer em uma tentativa do que muitos jogos do gênero (com exceção de algumas variações específicas), e essa variedade faz com que a vontade de jogar novamente continue.

O jogo tem dois problemas principais: o primeiro é que algumas variações dos personagens são menos divertidas ou mais focadas em RNG do que outras, e algumas dessas acabam sendo muito mais dificeis que outros, chegando a ser frustrante se você não tiver boa sorte. Já o segundo problema é que o design do jogo é mais "fechado", então é muito dificil vc conseguir fazer uma build na qual vc vai destruir tudo na frente, o que pode ser divertido de vez em quando. Em algumas variações, jogando com o mesmo persoangem várias vezes vc percebe que as partidas são muito parecidas, especialmente as primeiras, quando vc ainda não tem muitos equipamentos diferentes.

Nas duas vezes que joguei, viciei. Na primeira acabei parando pra jogar outros, mas na ultima, fui até o final curioso com o fim da história.

I love the shit out of this game even though it causes some of the most intense rage I've ever felt. And now I find out there's an Android version?? With new bonus episodes?! Shiiiiit I've already bought it the second time, let's get this train wreck a-rollin

Edit: bonus episodes were fun but quite small and not up to the quality of the original game

those are one dices in a dungeon, alright

i love games that are devilishly simple but gradually unravel into a nightmarish puzzle box

dicey dungeons is just one of those games that you can't stop playing. you can't do it! you're playing it right now. i see you. you should pick crowbar.

it's the sort of game that is just so mechanically easy to understand but utilizes that simplicity in order to craft the potential for thousands of game-breaking runs. there's so much equipment that has the potential to synergize with one another that the act of finding a really, REALLY good synergy gives you the same feeling as solving a difficult puzzle in a game.

but the game isn't all about skill. it's called "dicey dungeons" not "assemble a perfect rube goldberg machine dungeons." a lot of the game is inherently about chance.

random chance mechanics in any game are a tightrope balance. while often unwelcome in games that rely heavily on reaction timing, it's almost a necessity in any given rpg in order to avoid stagnance in either direction. it's no fun being locked into winning or losing at the very start of a fight. variable damage numbers, critical hits, dodge chances... there's a lot

for dicey dungeons, the randomness is baked into the system itself. you roll dice from 1-6 and that determines the actions you're allowed to take. this system actually works a lot better than most rng elements due to the amount of tools the game provides you that allow you to counterbalance this innate randomness.

the warrior starts with a reroll skill that can reroll dice up to three times. the thief starts with a lockpick that allows him to split up higher dice into lower dice, allowing him to utilize his equipment even if he rolls high. robot can find lots of equipment that decreases the randomness of his cpu or gives you cushions in case you bust. the inventor's scrapping mechanic is offset by choosing one of three pieces of equipment and having certain equipment be guaranteed to show up for scrapping. i could go on. every character has mechanics like this.

speaking of characters, they all act as an "ascending order of complexity" that helps ease players into the more unusual aspects of the game like a frog in a simmering pot. the complexity usually just boils down to finding the character's win condition.

warrior and thief both have very simple win conditions, that being "roll as high as possible" and "roll lots of small dice." warrior is fairly consistent throughout and thief can potentially build in a direction where his win condition becomes "roll as high as possible and get lots of countdown equipment." (you should've picked crowbar, by the way. why didn't you do that?)

robot leans heavily into the "game of chance" aspect, since acquiring dice essentially requires that robot play blackjack. their win condition is usually "hit the jackpot" but further complexity is added through either building around hitting consistent jackpots or through acquiring safety cushions in case you fail. they're probably one of my favorites because you can choose to lean heavily into random chance or lean heavily outside of it. and darn it, it's exhilarating getting a jackpot when you're expecting to bust.

inventor and witch are a bit more divisive for me. inventor's core gimmick is simple, but forces you to always have backup plans in mind. her playstyle is completely incongruous with your general win condition of setting up a kit that will work in 90% of scenarios, and her win condition is more closely aligned with "have at least 3 kits that have a 75% chance of working in mind at any given time." the best parts of playing inventor are often in the final stretch of enemies before the boss, where you're trying to optimize your kit so you can get a really good gadget that gives you that proper "90% chance of victory build" going into the boss.

witch is divisive for a different reason. she is THE setplay character. her win conditions are essentially "fill out your spellbook with equipment that synergizes well." unlike other characters, witch's power often requires a lot of preparation time and usually requires a level of foresight on the part of the player in order to avoid being trapped into bad builds.

this comes down to a specific design element exclusive to her and the sixth character, that being a lack of inventory. acquiring equipment affixes it to your spellbook, and replacing the spell removes it entirely. this one design choice is the source of many, many frustrations while playing as the witch. you can't alter the contents of your spellbook to get that golden build, you just have to know in advance what her potential spells are so you can hope to eventually get to that point.

this complexity means that witch often has the potential to do all sorts of things, i won't deny that, but much of the experience playing witch leads to her doing things worse than everyone else up until the very end. so many of my runs ended at floor 5 because fights simply were taking long enough that the witch's hp would be worn down to nothing.

the sixth character is possibly my favorite, and i won't spoil their identity. their win condition is something like "find lots of good cards, but keep your deck as lean as possible." this new cards system along with their "snap" limit break leads to some of my favorite synergies in the entire game. there is nothing quite as satisfying as curating your deck so perfectly that you can end fights in a single turn.

all of this, by itself, is pretty great. the witch may be a bit frustrating to play, but the variety in and of itself means that you'll rarely get bored so long as you're willing to experiment. but each character has six episodes which take each of these concepts and take them even further! whether it's episode 4's hard mode or the unique challenge runs of episodes 2 and 3, the "close to true rogue-like" bonus round that is episode six, or the ENTIRE PARALLEL UNIVERSE THAT ALTERS EQUIPMENT AND STATUS EFFECTS

the game always finds new rabbits to pull out of its hat, is what i'm saying.

on a more aesthetic level, the game's got a great sense of style and an incredibly great soundtrack that almost never got old for me. it's a small detail, but i love how battle themes always start at random points in a song. it's a small touch that keeps the music from ever getting too repetitive.

if you're looking for an addictive rogue-like, there are few as fun as dicey dungeons. now if you'll excuse me, i'm off to play the other level packs!

because the game has those.

seriously. they just keep finding new ways to iterate on the concept.

the perfect game to play while watching a movie, engaging (addictive, even) without a single sesh lasting overly long and without requiring attention for story

One of the best designed deck builders I've played. Charming art style, banger soundtrack, and one of the best final bosses I've played recently.
It doesn't get 5 stars because of Witch Episode 4. Fuck you Terry Cavanagh for that level.

Really fun mechanic! Didn't feel the need to keep going, but might jump in occasionally.

cute and fun. I played for about ten hours and was satisfied with my experience. You could get way more out of it and still have fun.

FUN AND CUTE!!! while the systems the game uses arent the most complex things in the world, they are unique and its all made up for in vibes. marlowe, chipzel, and holly deserve a lot of props for adding so much on top of a fun lil game system. what it lacks in depth it makes up for with a surprisingly large amount of variety and gimmicks from episode to episode.

Played it for only 2 hours, too repetitive. Looked good but not my thing, not a bad game i guess but yeah not for me

Joguinho frustrante da porra, é bem divertido, mas eu me estresso fácil.

A perfect game for the switch. The relatively simple mechanics makes the game very easy to put down and pick up in the middle of a run later.

This game is brilliant but so fucking difficult. The strategies are really deep and each character is unique and fun to play. Makes you aware of your stupid feeble brain 90% of the time but the 10% where you get to feel smart rips so hard.

what a refreshingly unique genre mash what the Fuuuuuuuck

I think the biggest things holding it back for me are how there isnt really much STORY story going on here and that this shit can be hard as FUCK!!!!!!!!!!!!!!!!!!!!!!!!!...
but it is So..
Addictive....

walk w/ me here, okay so dicey dungeons is a strategy rpg tht has you using dice and cards to do your spells and attacks for Everything and you can use diffferent powers to push things about this formula in your favor
there's typing combinations
there's different characters
hell there's different enemy types you can use their weaknesses and strengths against them on too

my personal favorite to play outside of the warrior (the technically Easiest one and most straightforward one) is the Robot i fucking love the chance tha t can go into this shit
i love chance chance chance i love gambling in things so much i wish there was more games centered around it

really thats all i got here, there's nice variety galore and its kind of hard to explain the nitty gritty of some of the gameplay mechanics through text and not displaying what goes on myself
but i do think that this system isnt PERFECT.. sometimes there'll be a choice to make ingame and you literally will not be able to make it if youre genuinely just that unlucky with some shit
but it is what it isssssssss
Some runs will genuinely just suck ass for you and youll have wished you did smthng different

final thoughts: its a Mother FUCKER of a game sometimes, b ut so charming and so addictive that even though im writing this rn and ive seen warrior's conclusion
i dont know when ill ever be able to really say im Truly DONE with dicey dungeons? maybe if i get pissed off enough at trying to play as the witch ill think so, god i fcking hate playing as her

The core combat loop of Dicey Dungeons is pretty simple - at the start of your turn you roll a bunch of dice, activate your equipment/abilities by plugging the dice into them, then pass the turn over to your opponent. Wash, rinse, repeat. There's a huge variety of equipment available, from the bread-and-butter 'Sword' which simply does damage equal to the value of the dice you plugged into it, to healing magic, to equipment with powerful effects that require a specific number to activate, and stuff that helps you manipulate your dice values, essentially using an item slot on a way to mitigate bad rolls in exchange for slightly lowering your combat capability.

I thought I'd kick off my thoughts with a look at a little detail: one of the more common status effects is called 'frozen dice', which for the next turn reduces the afflicted character's highest dice roll to a one, and it stacks. So if I get two dice frozen and roll 6 5 1, that hand becomes three ones, which can be extremely debilitating to some builds. Enter the Yeti, an enemy with a powerful attack that requires two ones to activate. Such a specific requirement means that you won't see that attack often at all... unless you freeze his dice, in which case good luck to you. It's little details like this that I adore - the usage of simple combat mechanics to represent more complex ideas, and in a more creative way than simply "Yeti is immune to ice attacks" is something that Dicey Dungeons excels at.

It's also dangerously addictive, being the latest in an exclusive list of games that have massacred my sleep schedule for week upon week. The vast array of available abilities as well as the many ways to create synergistic builds mean that this dice-rolling game has a deceptive amount of skill and strategy to go with its accessibility and charm. It also has what I consider a virtue among roguelikes - a very short run duration (simple episodes can be completed in under 20 minutes!) which keep play sessions bite-sized and ensure losing runs don't sting too much.

It does have its fair share of frustrations, though the chief one (the extremely luck-based nature of combat) is definitely deliberate; it certainly fits thematically with the premise of hapless player-characters fumbling through a rigged gameshow run by an avatar of Luck. Some other frustrations can be reasonably classified as 'flaws' though. The balance is somewhat wonky, with some enemies being way overpowered and some skills massively out-usefulling others. The game's UI sometimes withholds relevant information - as an example, you get a full heal upon level up so you might want to play more conservatively if you're about to level up to perhaps save your limit break for the next fight... but while your exp bar is shown outside of battle, it isn't shown in-battle so it's easy to forget how far away you are from the next level in the midst of combat. And while this sounds like a minor quibble, the fact is that you need to consistently make good decisions with all the information you have on hand because so much else is out of your hands, and the game really should make all the relevant information readily available!

Also, despite the countless ways the game iterates upon its rulesets to stay fresh - six episodes for six characters for a total of 36 subtly different play experiences! - it did feel like my runs started to blend together after awhile because there wasn't quiiite enough variety in the gameplay loop. As I - compelled by my unhealthy completionist obsession - completed the 36th episode and unlocked a previously-hidden 37th episode, I wondered if the game had showed me everything it had to offer...

...and I was surprised anew with a wholly fresh and new experience. Familiar yet also different from every chapter that came before, it culminated in a boss battle that felt supremely epic, intimidating and unfair, yet in a way that was actually not too difficult. And without spoiling anything, that actually made perfect narrative sense.

As the proverbial and literal curtains fell on my first game experience of the new year, I had to ask the million-dollar question I always ask of addictive games: did I feel like continuing to play even though I had 100%-ed it? The answer... is actually no. I'm a little burnt out on it actually, which is the reason I can't score it higher than a 4/5. But it's a strong enough game experience to be an easy recommend to anyone, and a fine way to kick off 2024. The (free!) DLC is going straight on my backlog.

Sights & Sounds
- The overall look and visual design are great. Very colorful palette, and I loved the character designs
- I was really struck with just how good the sound effects were. The satisfying thwacks when you hit an enemy, the canned audience applause, and even the menu sounds all add to the experience
- The soundtrack is also great. It strikes a nice balance between 70s game show theme and retro game music

Story & Vibes
- Not a ton of story to delve into. The overall conceit is that you (playing as one of six different contestants) are competing in a gameshow for a chance to spin a wheel that can grant you your heart's greatest desire. Unfortunately, the wheel seems like it may be a little less than fair. You get transformed into a die and delve into the dungeon over and over, hoping that your next spin will be the winning one
- The game is very lighthearted and full of humor. I recommend reading the enemy descriptions as you make your way through the progression system

Playability & Replayability
- Each character has 6 different challenges with increasing degrees of difficulty. Rolling the credits involves finishing all of those and one final boss fight
- The game plays out as a deckbuilder roguelike RPG, but most of the time, you're not really building a deck (unless you're playing as the Jester). You select various ability tiles that take up a certain amount of your playing area, and the dice you roll each round can be used to play your tiles
- Some characters switch up this gameplay dramatically. For instance, the Jester actually cycles through a deck where matching tiles can be used to your advantage, and the Witch gets a spellbook full of reusable tiles and 4 spell slots where they can be prepared or buffed. It all really makes sense once you get into the game (except the Witch)
- I may come back to finish out the game and collect a few more achievements, but it'll be a while

Overall Impressions & Performance
- I normally dislike deckbuilders, but Dicey Dungeons really hooked me by providing some nice gameplay hooks with the different characters. Unfortunately, being a game inherently involving luck (both in terms of your rolls and the items that show up), there can be a lot of frustration. Everything can be going well until your enemy hits three perfect rolls in a row, immediately ending your run. This made progression with one character (looking at you again, Witch) an absolute chore
- Despite the burnout I hit at the end, I still had a pretty good time overall. And it's a great Steam Deck title to boot

Final Verdict
- 7.5/10. Mechanically satisfying and full of charm, it's definitely worth playing if you like deckbuilders or roguelike RPGs. Just maybe take your time with it since it can get a bit frustrating

Maneirinho e as músicas são muito boas


Whether or not I enjoy this game really depends on the character I'm playing. So I just played all the episodes that seemed fun and skipped the rest. Pretty charming game!

100/10 music! absolutely groovin every time I played