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Dice Heroes - May the Die of Fortune Land in Your Favor


Developer: Rat Recommends Games

Publisher: Rat Recommends Games

Format: Android

Dice Heroes is a magnificent game, easily comparing to the best mobile games I've ever played. It's a game where you have a team of dice that you use to fight other dice in each level in this sort of chain of levels. You collect new dice as you progress through this chain of levels, getting cool and unique classes. This game can best be described as a turn-based RPG, but there isn't many RPG elements in the narrative department, so it's kinda a team-builder with turn-based combat. Either way, it's really fun.

The core of the game is building up your team of dice so that they're strong enough to take on the next level ahead of you. Each die has six sides, and belongs to a specific class. What items you can place on the sides of your dice is dependent on what class it is. There are many classes you unlock as you progress to new areas, starting with the warrior then moving on to the archer, then the mage, then the cleric, and so on. Each die can be leveled up to a maximum level of six, and the items they can actually use is dependent on their level.

The items for each class come in enough variety so that you can make each die unique even within their own class, but not so much that you get overwhelmed. The warriors get an array of swords and shields, making them the close range class that you'll have to push forward. The clerics are weak, and mostly just to provide defense buffs. The archers are what you'd think are the ranged class, but that would actually be the mages. The archers can be decked out with boots that make them move an extra space, so if you get enough of those you can move way into enemy territory, with enough luck. That item makes the archers best for scouting and assassination. Each class is balanced and fun to use, having their own niche to fill.

Each class also has a few unique class abilities they obtain as they level up. These allow the warriors to gain some ground or kill enemies with even the highest of defenses. They allow the archers to poison others and hide via camouflage. This mechanic allows the mages to choose what move they'll land on next, or summon their ole pal Dale to come fight with them as an extra die on your teams. It's because of this that the clerics can teleport long distances or even bring a member of your team back from the dead, assuming they've died that game already. They're fun to use and can be used at any time, although they do have cool down times.

Now on to the actual combat itself. You place your dice on the level in the spaces provided, and choose where they move and when they use a class ability. Whenever a dice is rolled, which is done whether you move a space or just in place, it'll land on one of the six sides, and use the item assigned to that side. This is where the randomness comes in. You might not always land on what you wanted to, which I feel is a good metaphor for war and how unexpected and random it can be. Choosing where each die on your team moves has enough tactics to it when combined with the team you built, so the randomness is actually not an issue. It is possible to have the same item on multiple sides of the die to increase your chances of landing on it and using it, so it's not completely up to lady luck.

A problem with this game is that there comes a point where all the good stuff for your team cost a lot, and you have to go back to easier levels to grind for more gold and sometimes experience. Each time you beat a new level you get a rather handsome amount of gold to help you progress, but it gets to a point where you still have to grind. Like most games with grinding I don't mind it as much due to the fact that because you have to grind so much, you are forced to take time using your assets, and because of this you eventually come up with more refined strategies in the end.

Now the aesthetics aren't really anything special. There's an appealing visual style with a good color pallet and interesting sprites. The music is a bit subpar though, with most of the levels just having this ambience track. The sound design itself isn't too bad, with some cool and satisfying sounds here and there. I honestly don't mind the music department though, because I play mobile games on silent due to being in public when I play them.

What this game lacks in it's music it surely makes up for mechanically. It's in-depth combat and team-building aspects are great, leading to a good progression rate up until that difficulty spike I mentioned earlier. Despite it's flaws, this game is awesome. I didn't even mention potions (which aren't used a lot anyways), which layers on a little more complexity into the pot, but I don't really need to say more about it's many mechanics, do I? All you need to know it that this game is fun, on the go, and crafty in it's design.

Aww Yeah!

 

I do lots of writing, but also dabble in videos.

 

I write about whatever I want, but it's mostly games.

 

Also, excellent taste in VGM.

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