
Dizzy Rogues is an auto-runner roguelike with "turn" based combat. Bounce your weapon off enemies and objects, rack up your combo, and purchase unique items.
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Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Has a really great "pick up and go" style that makes it great for 5 minute breaks.
This game is very charming and I like it but it does have its flaws like any other game, some easy improvements would be to move the combo counter closer to a low corner of the screen and increase the size of the number, also removing the text "counter" to clean up the UI would be really good, when the combo number goes up it should become a different color so the player knows without looking directly at it that it is at a high number. Rocks decreasing combo meter is not intuitive since hitting things feels good in this game, it is also REALLY not fun and there is no reason to have it in the game since you don't have to "balance" a PvE game like you do a PvP game. making things like the big worms or other harmless enemies give combo would be SUPER fun for the player since it would allow a bunch of item procs and it is very fun to see a big number on the combo counter.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
挺有意思的小游戏,就是难度挺高的
Touch Boulder, Get Dizzy
Dizzy Rogues is, more than anything, elegant. One-handed gaming at its finest. Despite being short, the game's brevity only enhances its appeal. Its simplicity—moving around and using your ability in a top-down world are your only two actions—only enhancing its complexity. Your little animal spins and holds its weapon out, and only changes direction once hitting something with it. Rather than, as the name would imply, dizzying, the whole thing is smooth, and purposeful. In early levels, enemies just stand still and rotate their weapons or shields (following the same rules you do), but, as you progress, their mechanics become a bit move involved. Flies start moving towards you, crabs move, and swing two weapons. Later on, the shadowy figures need to expose their hitboxes for you to deal damage. The goal is to internalize their behaviors, understand when to get in and pull away, when to bounce your weapon in objects to change its direction, and when to use your skills (a dash, a rotation speedup, a range extender, or a parry) to your advantage. Reaching the end of a level in Dizzy Rogues grants you a little shop area where you use the currency you gain by killing enemies, maintaining combos, and cutting grass, to buy upgrades. And it’s just one step away from incredible. The incredibleness is lost not in the shop itself, but the fact that it also lets you heal to full health every time. Being able to start every section on full health removes a lot of the tension getting into a new world would otherwise have. It cheapens the experience a little bit, especially for more skillful players. There’s a challenge which makes you not use it, and a better player can just skip it entirely, but its presence sours me a little bit. Oh, but the shop. Use your money you collect from being proficient, and buy items that actually reward you for being proficient! Most items you buy don’t do anything by themselves, but actually activate once you reach a certain combo (which requires you to be proactive in your fights without taking damage)—it pushes newer players to be more aggressive and engage more with the mechanics, while making good players more equipped to swiftly deal with enemies in a fun and stylish way. If you’re unskilled, inattentive, or don’t care too much, you lose. If you’re patient, and understand the rhythm of it all, you’ll be given a great feeling game. Dizzy Rogues is minimalist game design in its purest form. It rewards finesse over brute force or luck. While it requires only one hand, the other will be squarely planted in your desk—lest you lose your focus—at least while you’re learning the patterns. Once you do, you win, and leave quickly and very satisfied.
Very cool concept that plays really well
Criminally under the radar- this is a 'roguelike' with focus and a good gimmick that stays small in scope and does what it sets out to right. The short length and simplicity of it makes it easy to pick up and play casually here and there, but the challenge keeps you coming back (and just when I think I'm done and have forgotten about the game, the soundtrack worms its way into my head and I find myself yet again binging attempts.) Once you get the hang of things, racking up huge combos is satisfying. Largely, I don't often care about achievements, but it'd be remiss to ignore them in this game as they are the method of unlocking characters and weapons, and also provide a fun handful of additional challenges beyond simply completing the game. For the price, this is a must try and fits in well for something casual between more involved games/tasks/etc. I'd love to see more out of Kumakare, so I'm hoping this game can pick up some attention that it well-deserves.
Fun game! Has that "just one more try" feeling!
Crazy, quirky, inventive and non-pretentious. All you want in a coffee break arcade action roguelite.
IT FEELS REALLY GOOD WHEN YOU GET THE LEFT RIGHT -> LEFT RIGHT GOING
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