13.5 hours played
Written 6 days ago
[h1]A Nice Little Package With Some Dicey Problems[/h1]
[h1]Things I Like About Dice & Fold:[/h1]
[b]The Dice Match-up[/b]
Roll your dice and pray for RNGesus.
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[*]The main gameplay is to roll a set number of dices and place them on monsters to defeat them. Each monster has a different set of "dice requirement", mainly Total Slot(use dices to deplete the number down to zero) and Exact Slot(require the right side of the dice).
[*]You can also use the dices to fulfill the hero skill or complete Gold Coin set. The former allows you to turn the tide with a variety of skills, while the latter is better down early to earn some gold so you can buy more items.
[*]The source of your growing power comes from item synergies. Every few round you can buy some items with gold coins to enhance. These items range from enhancing the odds of rolling specific colored dice, extra bonuses after folding enemies, or taking effect instantly.
[*]Companions as well offer nice bonuses. Not only do they permanently grant you one extra dice to roll, their skills can easily play into your power-loop, although only a few of them are really beneficial.
[*]Here's a neat trick: fold all the enemy except the weakest one. Leave it severely wounded and start rolling more dices, preferably when you have some nice synergies going. Use these "bonus" leeway to generate more health for your hero and companion, complete both skill set and gold set, or even gamble for some decent colored dice to store. Any of these can help you on the long run significantly.
[*]Beware, though. Dungeon Master will appear if you take too long to finish the stage. Luckily there's a warning for his arrival. Take that into consideration when you snowball your stat.
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[h1]Things I Like And Dislike About Dice & Fold:[/h1]
[b]The Sheer Number Of Characters And Their Unique Mechanics[/b]
Quite a roster for a simple dice game.
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[b]Like[/b]
[*]The sheer replayability from 20+ characters along is honestly insane. Even though the differences basically come down to health value and skill, all the characters still have their own way to even the playing field: Rogue can turn every exact slot into total slot, Executioner can instantly fold a monster at the cost of rolling less dices next turn, etc.
[b]Dislike[/b]
[*]What I dislike about the design is that the exclusive mechanics, shield and soul, should be baked into the base kit. Every character should at least have access to one of these two. With shield, characters would rely less on health-tanking and potentially have a less rocky beginning; with souls, characters would have ways to get more dices or methods to approach combat.
[*]I would also like to see the hero selection changed, adding more columns instead of just a single file line.
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[h1]Thing I Dislike About Dice & Fold:[/h1]
[b]Exact Slot[/b]
Hot take: this is the major issue why the game feels extremely polarized.
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[*]Basically, everything comes down to RNG, and you are at the mercy of it. There isn't much meaningful way you can do to alter the dices you roll. Even if you could, you would still be deterred to do so simply because Exact Slot exists. This design, in my opinion, discourages changing the dice's sides.
[*]Exact Slot is hands down, the most polarizing mechanic. You either roll the exact dices the monster demands, or you get beaten half-dead until the game finally hands you the right dice. There is no in-between. At least with Total Slot, no matter which side of the dice you roll, you will always contribute towards "dealing damage" to the monsters.
[*]This is also the reason even on easy difficulty, the first few stages can still be a nightmare especially for squishy characters. They don't have the luxury to keep re-rolling dices while the monster chips away their health.
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中文小簡評
→一款不錯的骰子配對遊戲,存在致命缺點但還是值得一玩。
→主要玩法是透過每回合擲骰子,將擲出來的數字拉到敵人身上的格子進行攻擊。格子有總數格與指定格之分,前者是用骰子將數字歸零即可、後者則需要用指定面的骰子才能消除。
→除了攻擊敵人外,你也可以將骰子放到角色身上以觸發技能扭轉局勢,遊戲有將近20多位角色可選,各自擁有獨特的技能和些微的玩法差異;亦或是用多餘的骰子去填滿金幣格換取金幣,以購買強力道具。
→角色強度完全取決於道具,因此前期金幣格能填滿盡量多填。道具與角色間互相搭配能讓你玩出很多有趣的組合,像是靠夥伴受傷增加血量、利用護盾刷銀幣、或是透過精準加總自動完成其他格子等。
→夥伴雖然大部分的時間是用來均衡敵人傷害,但是他們的技能配合道具運用仍然是不可小覷的助力。
→算是一個小技巧分享:戰鬥時刻意留一個小怪打殘來刷骰子,特別是在擁有加成道具的情況下,看是要多疊點血量還是要多刷些有色骰子起來存都行。不過要記得別刷過頭,戰鬥太久會有不死地牢主出來逼你快速了結。
→缺點的話,個人是希望護盾與靈魂系統不要綁定少數角色,而是每隻起碼都能擁有其中一種,這樣至少玩家不用過度依賴用血量去坦,也能讓一些角色的開場較不顛簸。
→不過真正詬病的問題還是在於指定格,這個設計非常兩極化,要嘛一開始就擲到指定面快速了結敵人,要嘛就是硬吃了一頓傷害後遊戲才決定讓你擲出對的骰子面,毫無轉圜的餘地,很多角色在血量低且開場骰子數也少的情況下遇到指定格敵人很容易翻車。
→這也間接導致所有能改變骰子面的道具都不建議購買,就怕你角色都快沒血了還擲不出敵人指定的面,