Reviews from

in the past


On the first few runs of the demo it seems like a very polished and sharp tactics team-based dice rolling game. Literally no complaints with the base gameplay.
The catch is there is an absurd amount of customization and unique spins on its formula. It's almost insane just how different you can make runs with modifiers After playing the easy, medium, and hard mode of the demo I instantly bought it.
If it keeps me up at night then I can't help but rate it 5 stars.


this is gonna be a problem

Another summertime mistress to distract me from my one true love (Slay the Spire). On the real though, I do enjoy niche little roguelikes and this game did enough cool and unique things that I had a good time with it. It didn't addict me like some others have but it was well worth the few dollars I paid for it.

Solid roguelite that allows for high replayability.
The D&D/Tabletop aesthetics rule. As someone who loves class systems in JRPGs, having a roguelite that can scratch that itch and remain freeform/flexible enough in the decisions you make on a given run absolutely rules. Visuals & audio are nothing impressive given it's a simple pixel game, but they do a good job for what it is. Nothing flashy, all tactical turn-based maneuvers. I'd like to have a bit more control of a given run, and some classes just feel like total wastes, so sometimes you really can live or die by the RNG (surprise surprise).
At the end of the day, it's a simple, effective gameplay loop with high replayability and an affordable pricetag. It scratches the itch of dice rolling tactical gameplay, so give it a shot if you're new to roguelites or you're someone who loves turn based combat and wants to dip into the genre.

I'll keep it simple: it just hits a sweet spot of polish that I can't really fault it for anything. I don't think tann is doing anything new with Slice & Dice, but they are doing everything well. It feels like a gold standard when it comes to scale for a game like this. 20 randomly generated waves, 5 randomly generated heroes, and upgrades between each round. The combat is standard Dream Quest or Slay the Spire but the pacing is much faster straight from the get-go. Health is low, enemy damage is high, and typically you're looking at a potential dead unit every turn. The undo mechanic ties everything together with a neat bow, allowing for players to explore different chains of combat resolution. The freedom to view cause-and-effect allows the player to easily understand some of the more deep interactions and plan around them. The reroll feature is also nice; it makes me wish there was the option to shuffle-draw in more deckbuilders as a standard. There are similar mechanics in Children of Zodiarc that has been quite enjoyable.

It's an exceedingly simple gameplay loop that you have definitely seen before in many other games, but it is the valedictorian. When it comes to broad descriptions of "replay value" and "bang for your buck," you can't beat an offering like Slice & Dice. The sheer amount of content will keep anyone receptive to it engaged for hours. It will be considered a classic in a couple years.


This game is amazing fun and it's insane how much the devs consider the players doing little things, the gamemodes, the ability to re-lock content, sharing saves is possibly the best I've seen in any game, jukebox, so much to say. Absolute win for indies.

It definitely only feels like I've scratched the surface of this game, but this absolutely feels like "the" roguelike for me, in the way that many talk about one specific game that really got them hooked.

Its main mechanic of having your party members abilities represented as dice is novel but nothing new - this is excruciatingly common in the board game space and also somewhat exhibited inversely in Dicey Dungeons - but there's something to be said about the incredible use of UI space, really smart wording and language and amazing atmosphere the game utilizes to keep you incredibly invested.

There's plenty of smart and clever choices in its gameplay that I love, but simply put, there's such a smart reliance on letting the player optimize their turns (and the game experience as a whole) as much as possible and then enforce difficulty elsewhere, knowing the player has so much freedom. An incredible experience on both mobile and Steam, easily becoming one of my go-to regular games.

While the mechanics and gameplay are simple, this game is such a great encapsulation of what makes roguelikes fun. The amount of stuff in this game is staggering, and with the new 3.0 release on steam, I've found myself not wanting to play anything else.

Ce jeu est peak et incroyablement fun à jouer, aurait été encore mieux sans ce mode unfair de ses morts

Fun little mobile game where you try your darndest to break the system.

Edit: ok, this is just a perfect pocket roguelite rpg experience. Reminds me of everything that got me so sunk into Darkest Dungeon. Phenomenal game design. Finished the 20 level classic mode on Normal and don’t think I’ll ever stop playing this.

This is some of that hardcore turn based rpg game design that still feels so fresh and vital all these years after the 16-bit jrpg boom. Someone just needs to take a battle system like this, wrap it in FF16 graphics, and make exactly one billion dollars.

They will lie to you. They will stand behind your throne, whisper in your ear. "Slice & Dice is a roguelite" Listen not to the Wormtongues, the viziers.

Here's what it actually is: 20 waves of enemies, with a random choice to make after each wave, either between two items or two class-ups. There's no permadeath here, not anymore than there is in Pac-Man. Nothing is procedurally generated. Everything is stellar.

Here's more of what it actually is: tightly designed, wonderfully balanced luck-pushing runs where practically every turn can feel impossible at its start and incredible at its end. Generous, with nearly 20 distinct modes, over 100 heroes, 350+ items, all of which are balanced but breakable. Addictive, with a dirt-simple gameplay loop that can lock you in for hours at a time. Cheap, with the itch.io version coming with both the PC and Android version.

But none of that works without the undo system. Combat is a puzzle in Slice & Dice, and the centerpiece of that puzzle is that you can undo every single action up to but not including your most recent reroll. Hit a spiky enemy without thinking and got your fighter killed? Undo. Need to figure out the exact sequence of attacks to make the math add up to keep everyone alive by a single pip of health? Undo, and again until you get it right. It makes combat fun, a little puzzle box to fiddle with until your turn is just right, rewarding you for experimenting, encouraging you to min-max without punishing you while you learn to do so. Great stuff, 11/10, not a roguelite.

So apparently this originally came out in 2021, but it seems like the 2.0 release is the build that most people have latched onto, and it’s also the only version of the game that I’ve personally played, so given that this release of the game came out only a few months ago, it is both extremely easy logistically and critically for me to say that Slice & Dice is my 2022 game of the year. When I think of games that I’m in the pocket for, I picture wordy, thematically cohesive and complex, highly symbolic, systems light experience; KRZ, Night in the Woods, 30 Flights, The Beginner’s Guide, Anatomy - these are the games which I feel most at home interacting with and criticising. I play a fair amount of games, but by far the bulk of my leisure time is spent reading, so games which cohere and lend themselves to the elements of a medium which I have more familiarity and breadth of discourse adeptness are typically those which glom onto my heart with the most saccharine binds. So in a year which saw released Citizen Sleeper, Norco, Immortality, Pentiment (which is what I’m playing now, and is likely either 2nd or tied for 1st GOTY with Slice & Dice), and Betrayal at Club Low, I’ve managed to surprise myself by loving most a game which has no narrative, no non-verb descriptive text, no thematic depth or presence at all, and which has roughly the tonal quality of an Advanced D&D source book cover. Somehow amongst roguelites, a genre with about as much narratological aversion that games like Chess can be read more deeply into, with its starling wireframe bulwarks of Slay the Spire, Isaac, Monster Train, Into the Breach, Spelunky, and Enter the Gungeon, Slice & Dice somehow manages to be more stripped back in all the elements of storytelling than the high college of its genre. But, like the best of the genre, narrative is external to the intricacy, elegance, scope, and interaction of the mechanical system underpinning the collated sprites and design of everything the player sees.

Strangely enough, the game that this feels most like, despite it’s mechanical log line reading more like Dicey Dungeons meets Baldur’s Gate, is Into the Breach. It’s a strange sibling, given this game’s wild swings in verb set with a massive item and play mode toybox against ItB’s narrow and infinitely deep scope, and only harder to investigate in comparison due to how completely reliant S&D is on RNG when ItB is basically devoid of randomness; the comparison, however, feels unavoidable for me. The presence of the undo button, allowing for aggressive simulation and deliberation of tactics, as well as the complete information and ability to negate through huge swaths of play canvas, combined with the combination of squad based play (which despite being turn-based gives immensely satisfying playfeel, ordering out offences and executing plans made on the fly feels about as great in the hand as speeding through a level without touching the ground in Downwell) make it a real cousin, perhaps the first true successor, to Subset’s masterful tactics outing. Whereas Into the Breach felt like playing with miniatures on a playmap despite the flavour painting it as Armored Core meets War of the Worlds, Slice & Dice feels like fighting through the Mines of Moria, despite being presented as a stack of cute as a button profile pics - there is a weight to the entire experience, probably modelled from the real physics dice, that makes the experience feel weighty and present in a fashion not really typical for games which lend themselves to envisioning as spreadsheets. It’s strange to say, but the pips denoting 5 damage rampage vs piddly 1 pip cantrips damage feels about as kinaesthetically diverse as any dex v strength weapons in Elden Ring.

The breadth and generosity of play is somewhat dumbfounding for a game at this pricepoint - the huge assortment of heroes, items, play modes, and enemies is overflowing with possibility, creating runs which hinge on any of 20 different mechanics with swings that feel momentous. Every turn can shake out as a scythe cutting down the enemy goblins in one turn or can lead to a total party wipe, all depending on how you decide to mete out your attacks in what order and with what keywords you apply. It’s an astounding achievement.

There is room to grow, although I don’t want to deign myself as able to judge what would be worth adding to such a nearly perfect game. All I can say is that with one further dimension of iteration, whether that would be a well written narrative campaign, spacing and environmental mechanics a la Divinity Original Sin, just more heroes and enemies, or something else entirely, Slice & Dice could easily become my favourite roguelite game of all time. It’s a marvellous game, one of a calibre which has only come along maybe 7-8 times in the last decade.

It's a good phone game but the strategy doesn't have legs.

An excellent game to fill in a couple of minutes on a bus, or sink half an hour into at home. Really nice bitesize sessions. The pixel art is gorgeous and and made it a joy to unlock the different classes to see what new spin they'd have on the little portraits.

There are a couple of flies in the ointment- it's a little annoying when you've got a solid composition with a strategy emerging, then you're forced to promote someone into a class that loses a key ability, for instance, losing the Monk's damage redirection, or access to cleanse, and the promotion essentially wrecks your party. I'd love if there were the odd chance of an item shop to do a bit of vital course correction on builds. But generally, sessions are short enough that if things go badly you can just start over.

- Very fun to just roll dice and plan turns.
- Incredible variety in characters, enemies and items you can unlock and use through runs.
- Pick blue.

Usually pretty far from the kind of game I like playing, but I bought it during 1.0 and have been able to see this game radically expand twice now, and each time become a more interesting game that smartly addresses meta loopholes while putting in new options to break things open. It also has had the foresight to put in ways to experience the older gameplay so it's not just The New or Nothing. A game with the kind of lifespan and forethought that is only encouraging.

Don't underestimate this lil dice game. It is one of the smartest and most addictive deckbuilder roguelike out there.

You get 5 heroes and level them up or gain new items in between fights. Both will alter the faces on the hero's die. Plan them well to survive the different mechanics that the game throws at you (clean the poison, defend direct attacks, have range attacks for enemies in the backrow,...). The luck is mitigated by having several reroll and locking die each turn and there's a real tactical aspect to it. Heck on my 3rd playthrough from scratch for the release of v3 I stomped through most of the content on the first try, knowing the game well really makes a difference.

Akin to Terraria it's gone through massive free content updates. At v3 now, there are 128 hero classes, I dont know how many monsters and hundreds of items.
This isn't filler stuff too. It's a blast and each achievement you'll get unlocks more content.
I have pretty much 100% the game at every version on release and never get tired of it.

I love how each run is so improvisational despite how few upgrade choices you get to make. The pace and variety of unlocks kept new runs fresh, and the pixel art UI is surprisingly efficient aside from its charm.

Definitely gonna be keep this installed for a while so I can do a run here and there.

an upper echelon "roguelike" that strikes me more as compact turn-based strategy With Roguelike Elements, although the more I play it the more apparent the roguelike aspects get. it functions best as a quick fix pick-up-and-play type of game that'll hook you for hours (or a streak of three weeks in my case) a la Slay the Spire, one of its main influences that I have yet to play. I can't really get into cards and deckbuilders, so this one pulls me in with its dice system. fantastic combat, the entire game is the combat system lol, and a solid handful of different game modes so something's bound to catch your interest. there's a surprising amount of strategizing and depth to really dig into. it's been out for years on itch.io (including a mobile version where it feels right at home!) but I'm glad it got another major update and a Steam release. it deserves more attention drawn to it, it's awesome!

I'm a real-time action enjoyer, at times borderline monkey brain button mash type stuff but I've been trying to move on past that. my preferred playstyle is calculated aggression. Slice & Dice manages to make tactical turn-based battles very appealing to my button mashing ass. thanks to the ingenious undo feature and the way turns play out, the best defense is often a good offense (as stated by the dev in the in-game tips) and I love it. being able to undo every action you make aside from rerolls is easily my favorite feature here, it's the perfect middle ground between trivialized difficulty and brutal punishment. this isn't a more complex traditional roguelike where you must commit to every decision you make to avoid death, so its inclusion is perfect. experimentation is encouraged and promotes learning its systems for you to make more informed decisions in the future; this is extended further with auto-healing between battles, another welcomed addition as always.

I'm also really fond of its "horizontal progression" as some refer to it as nowadays. instead of accumulating upgrades between runs i.e. vertical progression, knowledge is power and the only thing stopping you besides unlucky RNG and a lack of knowledge is your own mistakes. I want to play these kinds of games for different build choices -- randomized ones in this case -- and on the fly decision-making, and Slice & Dice has both in spades. I love how much thought goes into your items, heroes, dice rolls, everything. for a game that seems one-note the potential ceiling for min-maxing is crazy, not to mention the optimization involved in each turn down to every single action you take. as a friend pointed out to me while discussing meta-progression, content is only locked in this game to allow the additional layers of depth to slowly reveal themselves; for once I don't have any real qualms with the achievement-based unlock system and would in fact say it's implemented very very well.

if you took a combat system this refined and built around it with that same level of quality you'd have something truly incredible, but that's not to say I find it lacking in any meaningful regard. it's a fantastic game as is, the only thing Slice & Dice possibly does wrong is.. I guess the constraints of being a roguelike? the best way I can put it is that it's basically RNG: The Game. those who dislike an excess focus on luck and randomness might feel a lot differently about it, but to me it's one of its strengths. aside from achievements it's missing that special little something that motivates me to keep playing without starting to feel aimless and fatigued, a core issue of the condensed gameplay loop which seems to persist across every roguelike/lite I've played thus far. usually I won't get enough out of extensively repeating it beyond the initial interest, or through the incentive of achievements, but in this case it's not a mark against it. Slice & Dice manages to pull me back in every so often to remind me just how much there is to love about it. ...except the sheer number of enemies with dice sides that summon MORE enemies - those are the bane of my existence. screw you Hexia and Wendigo.

Finally won a run (on easy) so I'm counting that as complete although I'll likely keep picking this up for more runs.

Very smartly designed rougelite with an insane amount of unlockable content, and a very appreciated 'unlock everything' button for when you just wanna skip the progression AND you can undo it too. Gameplay is challenging and gets your brain working. Great as a mobile game and super cheap too.

simples e criativo, BÃO demais

I stumbled on this on the google play store and am having an incredible amount of fun with it. I wish there was like, a 40-level mode and heroes up to tier 5 to really build up power, but for what it is this game is incredibly featured and smartly designed

the best turn-based roguelite (really stretching the limits of the term here) i've played in years: simple and very engaging systems, a great pixellated look, and an "unlock everything" button for when you're feeling fed up with metaprogression bullshit. fantastic game.

PERFECT CELLPHONE RPG LITERALLY NO WRONGS

Melhor jogo mobile change my mind.


Slice and Dice (v 2.0) easily became one of my favorite roguelikes. The combat system is as punishing as it is rewarding. It starts out wide and shallow, but it quickly becomes deep and complex as you unlock more heroes, items and curses. I'm in love with this game and everyone should give this one a try. For a minimum of $7, this game is a steal for the hours and hours of gameplay it provides you with. I was also able to make it work on my Steam Deck (if you need help, you can dm me), it's a great game to play on the go or away from your desk.

This is a really fun rougelike that is best experienced on mobile. The concept of using actual die to roll your moves is really clever and is explored thoroughly through the various classes, enemy types, and items you'll experience. A major gripe I have with the game is how the upgrade classes are not linked in any way to the current classes of your characters. This can lead to some frustrating scenarios where you turn down crucial character upgrades in the late game because they don't gel with how you've built your character/team. One potential solution could be to group classes into archetypes and restrict the possible character upgrades to classes of the archetype to which they already belong. Then, allowing for a class reroll (also with dice) at the beginning of the game could be a fun way to keep the randomness of the current class system but allow for a bit more strategy.

There is some magic in Slice & Dice, and I don't mean spells. At its best, it captures the sense of combinatorial wonder of a deckbuilder roguelike with a dramatically simpler structure. In my first winning run I went wild using a clever combination of classes and equipment to make a dozen mana a turn, and I was in hog heaven. The problem is, while there are certainly jewels of excitement there to mine, the player has almost no control over when and how they're accessed.

Here is the structure of the game. You begin with a D&D-style party of five characters each of whom has a selection of abilities. You fight waves of enemies, and after each wave you receive either a piece of equipment which provides some unique bonus or a level up for one of your characters. Each character has a range of level 2 and level 3 classes, each with a totally different set of abilities.

What this means is that your choices early in the game have essentially no bearing on the endgame. Early equipment is so weak as to be irrelevant, and the level 2 classes you choose have no bearing on which level 3 classes you have access to or which abilities they have. Any equipment you choose to optimize a midgame party will likely be suboptimal for the endgame.

This severely limits the replayability of the game. When the first 2/3s of the game have no bearing on the rest of it, it just becomes an elongated loading screen you have to get through before the real fun starts. Why not have classes exist in a tree, where level 3s are upgraded versions of level 2s that retain the core concepts? Why even have early-game equipment that's guaranteed to be worse to equip than not later on? This game could be great, but instead it is merely good.