
Enter the dungeon, get lost and roll the dice against the monsters! Play your chances against dangerous monsters like ghosts, werewolves or even the frankenstein monster himself!


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Lingua | Interfaccia | Audio | Sottotitoli |
|---|---|---|---|
| Inglese |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I'm not sure how to feel about this game. The basic concept is great. Dice-based runs through a simple map while you fight enemies and get to the exit as a lot of potential. I just don't see how I have any real influence over how a round goes. Every single thing is based around dice rolls, and as far as I can tell, there's no way to influence what is rolled. It just become frustrating and tedious quickly. How can you make any risk/reward decision if the entire game down to luck? There's something good hiding in here but I can't seem to find it.
I want to recommend this just because its a cute little game that feels like love was put into it. Unfortunately there's just no gameplay. Every game is: Start on the same 6x6 grid everytime You move across the board towards the door, with a random encounter on each tile (which is almost always a monster or blank space) You do damage to monsters based on dice rolls so there's not much you can do, other than just hope they die before you. When you kill a monster you get random loot, usually health or gold. Most games you will die before you reach the door, or you will get to the door without finding the key and die searching around the door for it. If you manage to get a surplus of gold you can buy healing potions or bombs that allow you to actually make some basic choices in the game but you can't control whether you get enough money or not. The only interesting mechanic
a mobile cash-grab that somehow wandered onto Steam. It’s almost entirely luck-based, with very little actual strategy. The dice mechanics are more frustrating than fun half the time it feels rigged against you. On top of that, the game is buggy, clunky, and just plain annoying. it has Achievements but im not trynna play this game long enough to get them.
Short Version: Pros: + Charming art style + Upgrades and unlocks Cons: - Grindy - Passive gameplay - Unwinnable at times - Feels like a mobile game "Long" Version: Snake Eyes Dungeon was developed by Tetabester and published by way too many companies. It is a dungeon-crawler where you roll the dice, fight monsters, try to find the key and get to the exit. A game I wanted to recommend but, sadly, will not. As expected, the game has no story to speak of. Gameplay is very simple - too simple, even. You start your runs in a random square of a 6x6 grid and you can move to an adjacent square. Squares can have enemies, rewards, traps, etc. If you find yourself in combat, you roll the dice and you deal that amount of damage to the enemy - thing is, your HP is too low at first, so you cannot win without grinding for some HP and damage upgrades. In order to kill the final boss, you will have
Roguelike game in which you explore randomly generated dungeons and fight enemies, with the outcome of encounters dependent primarily on dice rolls and luck ✅Rewards for completing the mission and leaving the dungeon ✅Possibility of multiple development paths ❌Little variety of opponents ❌We have no control over the results of the rolls ❌Poor graphics ❌The game is too expensive ❌❌Verdict: Very Bad , Bad , Average , Decent , Good , Very Good (Rating scale for tested games) If you have any questions about my reviews, feel free to ask. I'm happy to answer them. All reviews are my own!! Best regards, King Viking Bezimienny, Polish Game Reviewer.
Not recommended It spawns the same boring and worthless monster encounters endlessly and no key. If you do not get a key AND reach the end, YOUR PROGRESS IS WASTED. There are no protections or saving throws. It is as if we are still in the 1980s when making things as punitive as possible was the only way to extend their length past five seconds. Here is an idea: NOT TYING THE KEY SPAWN TO A CRITICAL FAILURE ROLL. It is 1 / (6+5+4+3+2+1) = 1 / 21 roll. That is a 4.7 % chance. Some of the monsters are pointless to fight. The game tells you to run from tougher monsters, though they have worse rolls for it. In practice you are going to die before you leave and even if you do you will die in the next fight anyway. What it all amounts to? Getting some gold to get some upgrades to keep playing this awful-ass game. NO!
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