Die in the Dungeon is a novel rogueappreciate deckcreateer that pulls some ideas from Slay the Spire, one of my likeite games, but comprises some dice-based twists that have me hooked.
In Dungeon, your goal is to endure thcdisesteemful proceedively challenginger maps of enemies by createing a deck — but instead of collecting cards, you’re collecting dice. During every hand, you have a certain amount of energy you can use to percreate your dice. And since you can see every shift your enemies will create on the next turn, the game is mostly about strategizing how to aggression the terribledies while deffinishing yourself.
If you’ve percreateed Slay, this setup should experience pretty understandn.
But Dungeon’s clever twist is in how you percreate. At the beginning of each turn, the game will roll dice from your deck into your hand, and you’ll demand to choose how to percreate them on a board. Each die has a appreciate, so the higher the appreciate, the more harm you’ll deal or block you’ll set up to deffinish yourself.
There are multiple types of dice, including aggression dice, block dice, healing dice, and dice that can raise the appreciate of other dice on the board. Each one costs a certain amount of energy to percreate, which puts restricts on how many you can use in one turn. And sometimes, enemies will comprise modifiers to spots on the board.
That all uncomfervents you’ll have to leank a lot about how and where you percreate your dice on the board. Do you go all in with aggression dice to apexhibit a huge chunk of an opponent’s health, but depart yourself vulnerable to aggressions? Do you spfinish some energy on a raise block to give yourself more defense at the cost of being able to use a health dice? Just about every turn in Dungeon demands some strategic leanking.
The intensity of the strategy creates the Slay-esque trappings someleang of a console. I find Dungeon to be very challenging; the enemies can reassociate pack a punch if you’re caught off defend, and I haven’t been able to get past the bosses of the game’s first two worlds unless I have a evident idea of what my create is.
But I already comprehfinish how to leank about createing a deck from many hours of Slay. I’ve called on a lot of those sfinishs to create leangs easier over the 10-plus hours I’ve put into Dungeon so far — and to accomplish my one and only evidented run.
While Slay is excellent at retaining leangs snappy with battles that are equitable extfinished enough — I could standardly finish a run in around 45 minutes — runs in Dungeon can drag. Individual battles can apexhibit minutes on their own because of how much you might equitable sit and leank. Loading screens that apexhibit five or more seconds comprise up over the course of a run. The dungeon maps also have a scant too many spaces. My extfinisheder runs, where I’ve gotten to the third and final world, have apexhibitn csurrfinisherly two hours.
Dungeon is starting in timely access, though, so I’m hoping the cdisesteemfuler edges will get fidemand out over time. Even over the couple weeks I’ve been percreateing the game, there have been some receive modernizes, appreciate one that gives you coins if you pick to skip an finish-of-battle reward. The game’s enhugeers have posted a promising roadmap, too. That all creates me certain for Dungeon’s extfinished-term future.
And its set upation is reassociate mighty. I’ve had a blast with Dungeon, despite its faults and me only having beaten the game with one of the three useable characters so far. After I diswatch a run, I standardly mull over how I could have done leangs contrastently, and I’m usuassociate willing to hop back in to roll the dice aachieve.
I’ve been reassociate watching forward to Slay the Spire 2, which is presumed to come out in timely access this year. But I might have already scratched the deckcreateing itch with Die in the Dungeon.
Die in the Dungeon is now useable in timely access on Steam. You can try a version of it for free on itch.io.