
How many dudes does it take to beat up a gorilla? A thousand toddlers? A horse-sized duck? A GOD? Enter the Dude Ranch and find out in this roguelike dudebuilder where you recruit an army of dudes to fight ridiculous battles.
Most likely between $1.2M and $3.3M. On 8 games checked against developer-reported sales, our median error is 11%. How we estimate →
| Store | Price | Score | Revenue · chart |
|---|---|---|---|
| Steam | $14.99 | 89% | approximately $1.9M |
| Google Play | $9.99 | 87% | approximately $1.8M |
Matched by title. Prices and chart positions are each store's US storefront; Epic charts worldwide. * critic score.
Reviews
Themes across 1464 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Literally never written a steam review before, This is my first one, This game is so special, Mainly because i never realized how much i loved dudes until i played this game. Dudes are the best.
平衡性糟糕得不能更糟糕了。我认为很多角色(兄弟)的设计是设计师脑补的,设计师可能自己都根本没玩过。如果你想全金星,流程就是带三个核心角色,然后带两个刷星的,体验基本上是个重复,80关前把三个核心发育好,80关后把刷星角色的数量和装备补齐。一个核心角色都不带?你就算是玩了几十小时,可能难度一的60关甚至30关都打不过。全带核心角色?你可能第一天就能金星难度三。
I wouldnt go as far as saying people should stay away from How Many Dudes? , but the game really loses it's shine fast for a few reasons : - The standard length of runs are extremely long for how quickly the game becomes repetitive. - Item/Build/Ability activations lack visibility, the game does become a visual mess fast even without it but it makes figuring out why things happened and what worked really tough. While the visual of 600+ toddlers being thrown at you is fun, the game really boils down to "pick this fight or the slightly harder one" with the same event types being repeated, making every run basically identical to the last one outside of what you decide to fill your roster with. It doesnt help that the "completion" of the game is based on doing a full run with every items/characters , some of which will just fold no matter what because of the final encounter(s) punishing most of the characters available bar a few. Fun design, art and all, just becomes much more boring when you are asked to complete 105 fights back to back without knowing what's really going on.
The core loop of How Many Dudes? is fun and addictive - choose some dudes, chuckle a bit at the art, feel like a genius min-maxxing with some relics, and enjoy killing lots of toddlers and animals. Sadly all the secondary gameplay ends up feeling irrelevant, because the game is far, far too easy. You're presented with various trade-offs through each run, but you always take the risky option because it won't punish you There are now 42 dudes, but it doesn't matter because you just choose a bunch of healers and never lose a dude. There are lots of relics, but it would be very hard to choose them so badly it affected your chances. You have various items you can use in a battle, but unless you want to press on past the final boss you never need them. I'm sad to say I think I had all the enjoyment I'm going to get from this game in the demo. I'm not that interested in trying to get gold with all the dude types and relics because the game just isn't very varied - some things work, some things don't, it doesn't take long to work out and all the battles look the same. I'd still recommend the game, and I'm happy to pay the purchase price because they're good guys, but I think in the time between the demo and now, more time could have been spent on fundamental gameplay rather than new content.
This game expects you to make a 3rd party account to access their own personal cloud save or...you lose 11 hours of progress in the game as I just found out. Turns out steam cloud save can overwrite your local files and undo all of your progress. This is said NOWHERE on the store page and is complete bs! What a scam. Unless you are okay with creating a 3rd party account and always checking to make sure you are logged into it when you play you run the likely risk you will lose all of your progress. The devs are even aware of this and it is not listed ANYWHERE to warn you of this. Edit: Dev at least told me I could recover previous version of my save file so now I only lost 2 hours of progress instead of all of it. So that's something...Still leaving this game as a negative and turning off steam cloud for it so this hopefully doesn't happen again. Not giving in to their scummy "give me your personal data by creating an account" bs for a single player roguelike that ABSOLUTELY DOES NOT NEED IT! And giving a negative to Steam for refusing to refund this after the steam page has no mention of a 3rd party account for actual game reasons. L's all around today. Won't go near these devs with a 40 foot pole after this cluster...
Not really a game - nothing you do influences the outcome of the rounds. Runs are impossibly long and they are also impossible to lose. You're just kinda clicking for no reason
READ BEFORE BUYING!!! I wanted to like it but mechanics that are there to inflate play time instead of being actual content are so infuriating and just not fun. Ruined it for me. Oh you just unlocked the next tier? Cool but only for those specific dudes used in that run. So you basically have to either use the same dudes over and over again. Or spend 50+ hours on the first difficulty to unlock them for the second assuming you're using completely different dudes each run which is incredibly lame. I imagine it continues the same going into the third tier. And that sucks. That's just bad game design. It completely removes the dude RNG without an insane time dump to get them all unlocked for Tier 2 and then 3. Or you can just find the strongest dude comp and guarantee that roster for the higher tiers by not beating tier1 with any other dude. Why? And rounds are so long by the time you figure this out you could of easily dumped more than 2 hours into it so you can't refund it. Sad. TLDR: just play the demo.
It actually got boring for me very quickly. Sure, the music slaps, and the visuals are charming. But all you are really doing is figuring out what dudes work together, but the rest is basically scripted. If you make it past the first boss - you can just click every hard battle, take every challenge, snowball the game. If you are struggling before the first boss, you will lose to it or very soon after. There really isnt any salvaging the run at that point because it means your roster is just borked. The worst part is even when you snowball the game, there is no telling if that roster will beat the final boss. Ive had plenty of runs doing the hardest fights, investing money, loaning relics, never ANY issues, never using consumables, and then lose at the end - which feels like a entire waste of time.
不知道该不该打差评。一局120关是不是太长了,我现在才玩到50关,估计打要4、5小时。网站上的高玩也需要打1个多小时。长就长吧,后面90%的关卡都没办法选新职业,就最开始选的几个职业打到死。
Unfortunately it's a let down.. Amazing game in more perspectives than not but quite unpolished in balancing and progression that it completely ruins the fun out of the game. So blatantly that it makes you question if they played their game in this version before deciding on full release? It's more difficult to lose in default difficulty and because it's Auto Battler game you are just sitting and watching unamused by the lack of challenge, what's worse is it takes several runs for you to face with this reality and see the indifference of your actions and seeing that it wasn't you finding that great combination that made you super strong, feels quite close to the narcissistic injury Gabe is talking about.. To give more examples, you are often given choices out of three to select a relic and majority of the time all three of them are amazing and it really isn't important which one you are selecting for the outcome of the game. To give them a credit, this is less of a case for selecting which characters to give food or equipped items to but also you can just click random buttons and win the default difficulty it more so matters for the rest. All this might have raise the question of, then why not play the highest difficulty? That's where my annoyance to progression comes from. To use any character in the next difficulty you need to beat the game with it in the current one, but obviously you wouldn't wanna play with same 5 characters you've just used and you want to experience the other characters, which forces you to play in a same unchallenging difficulty to see more the game offers. After experiencing most of the characters I tried playing the higher difficulty, same situation, it wasn't challenging, and same situation again, I can't go to highest difficulty because characters aren't unlocked in that and I obviously don't wanna play again with the same composition, same characters and so on.. Game doesn't even offer wrong options to you, everything synergizes amazingly well, all character upgrades are amazing, there's no wrong buttons to click. If you played Brotato you know game is all about rerolling your options and finding the sacrifice you can make and trying to build the synergy you can throughout the run based on expansive options (that's literally what this genre is all about) but in this game it's as if all options you are being offered are always perfect and adjusted for your character with no downsides and there's actually so little option that you usually get almost all of them until the end of the run anyways. Lastly you always get into a state in which you had a big power spike and you are much stronger than all the challenge options you are being offered, and it doesn't really give you anything to take more risk and keep the game in flow state. It's not like they don't know about game design, they had several implementation that tried to address this like putting investments and selecting from two different fights with more difficult one with slightly bigger payout but.. it just feels like they made these as a proof of concept and vertical slice to show how they could address it and then they forget about making it actually balanced and polished part of the game, as is you don't need to think, just click on the higher risk. Don't get me wrong, one number guy in the company could have read these in gameplay stats and solve many of these issues in couple of days, what frustrates me is for it to get to full release without that guy.