Some items require specific die values, some require > or < values, and some require a large sum of dice added together. To give one specific example of my frustration with the itemization, lets look at how items are triggered. Unfortunately, this is far from the case. Don't get me wrong, this can work but the items in the game would need to be highly varied and offered in substantial quantity. This leaves players with a single axis along which they can craft their character: items. A player cannot exchange these resources for others they are simply acquired through killing monsters. So, for two thirds of the character growth in the game, there is no choice. To my knowledge, there are three primary ways in which a character grows in power: max hp increases, max active dice, and item acquisition.Ī problem that immediately jumps to mind here is that the first two (hp and die count) are totally passive increases. If we want to explore why this is the case, we would need to look at how a Dicey Dungeons character evolves over the course of a run. ![]() Most of my runs end with a character who battles the boss in the exact same way that they battled the level 1 snowman. ![]() In my opinion, the game's primary failing is its gaunt strategic horizon. Unfortunately, the decisions on offer are both highly restrictive and often devoid of meaning. ![]() As an avid board game player, I was really hoping this game would bridge the crunchy, meaningful decisions of a eurogame with the variety and character progression of a roguelike.
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