The amount of dice varies on a handful of factors depending on the character, but essentially each round provides the players with dice which are then used to initiate abilities (which are treated as loot). Battles are turn-based and decided by the luck of random dice rolls. One of the simple beauties of Dicey Dungeons is how the dice rolling mechanics stay the same but each character uses them so uniquely. On top of this, there are a ton of smaller interactions between dice, enemies, and loot that are downright exciting to discover on your own. Then I realized that depriving the player of those moments, while technically a faster and more straightforward way of approaching teaching, is basically robbing them of those small accomplishments. I found myself asking “Why is this happening? Where did that come from? What does this button do?” However, it never took too long for the answers to reveal themselves. Seriously, I cannot understate how different every class feels, it is incredible.Īt first, I felt as if the game should have had an introduction to each character’s mechanics. There are six classes to select from and each one plays very differently. To win, they must defeat monsters along the way while growing in power, culminating in a boss fight on the final floor. The player characters enter a dungeon, after being turned into literal dice, for a chance to win a very special (to them) prize. Dicey Dungeons is a rogulike/lite/whatever with a game show set dressing.
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