
Stackflow is a hypnotically addictive strategic roguelike about the pure pleasure of fitting pieces perfectly. Discover unique blocks, create satisfying connections, and trigger explosive combos that release pure dopamine.
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Stackflow is a hypnotically addictive strategic roguelike about the pure pleasure of fitting pieces perfectly. Discover unique blocks, create satisfying connections, and trigger explosive combos that release pure dopamine. Overcome escalating challenges in each level by hitting target scores through clever strategies and perfect timing.
Unlock unique blocks with devastating powers! Indestructible Obsidian with permanent multipliers, Stone that explodes into points, and much more. Every choice redefines your strategy and opens infinite possibilities for insane combos.
Powerful advantages that completely revolutionize your playstyle! Smart automation, explosive multipliers, and unique mechanics that make every run unpredictable and addictive.
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Reviews
Themes across 95 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
An interesting idea that made for a fun game (while I was blissfully unaware)... ...Which I unfortunately have to give a negative review on principle, because the game's code was written with the assistance of generative AI. My proof being, the latest update post links to a GitHub repository for in-development Workshop support, which lists Anthropic's Claude as a contributor. Looking at the commits, the example mod is AI assisted, and so are some changes made to the readme. You could technically argue that this only proves that Workshop support is AI assisted, not necessarily the game itself; but it'd be foolish to have any hope when [b]updating a ♥♥♥♥♥♥♥ readme[/b] was too hard for the "dev". Regardless of how you feel about generative AI, there's no excuse for not at least disclosing this when Steam literally gives you a space on the store page specifically for it. Unfortunately, what Steam does [b]not[/b] provide is a way for users to actually report undisclosed pre-generated assets (which does include code, before anyone asks), and it's been too long for me to try refunding it. Best I can do now is post this review, and hope no one else has to get blindsided like I did.
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Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Russian, Simplified Chinese, Turkish
Hours played at review time, across 95 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
On principle, I will not recommend a game that was made with generative AI. In a recent post for enabling mod support, it is revealed on the GitHub page that Claude is listed as a contributor. It's unknown to what extent Claude or any other LLM tools were used, and the only evidence thereof is a contribution to a README file, but leaving AI use undisclosed is a violation of Steam's Terms of Service. It's a shame that it was also featured in a Godot blog post, which is why I checked out the game. Too late to refund now, though.
poorly designed scoring system that punishes you by design, regardless of your Tetris skill.
It’s a very basic idea: “what if Tetris was a deckbuilding roguelike?” The premise alone is taking three mechanical concepts, all of which have kinda been done to death by this point, and then smashing them together in a way that one hopes would make the result feel like more than the sum of its parts. The problem, simply put, is that while it does work, it doesn’t work well enough to be called “fun.” All of the block types seem like they add more problems than solutions, the scoring system scales out of hand for all but a few reliably good block types that one should ideally always specialize in, and the boss stage “challenges” are depressingly unimaginative. This isn’t a bad game, it’s just a boring game, born of trying to be a carbon copy of very specific things that other games have done a far better job of being. It feels lifeless and uninspired, and every “huh, this seems interesting” moment is soon undercut by the realization that it only sounded interesting in theory, or in the case of a golden few, was so easy to lean on that it basically becomes a guaranteed win condition to be aimed for at all times. Play it if you want to, it has heart. It definitely tries. It’s not a bad game in the slightest. But don’t expect much from it, either. Because the sad truth is, if you’re looking for a Tetris clone, a deckbuilder or a roguelike, there’s far better alternatives on all three fronts.
this game blows solid chunks. non-disclosed genAI code, a hilariously bad implementation of a score system, and so unoptimized that you lose performance during scoring; not just in infinite mode either. this game stinks of wanting to make a game like Balatro instead of wanting to make a roguelike. there is no reason for there to be chips x mult. in Balatro, it's a really smart thing that fits naturally in the game to balance out. in this game, you get an equal amount of chips from some things, and mult from others. this game wouldve been better suited to just have flat scoring. also, why the hell does having actual Tetris prowess mean jack diddly? some reviews say "the game itself is designed around your builds and not your actual Tetris skills". this is not how any GOOD roguelike should work. in Isaac, even if your build is insane, you have to actually shoot at enemies and dodge. in Balatro, it matters pretty decently if you're actually good at discarding and choosing hands. never in my life have i seen a game so poorly made, and every single step of the way too. hope this POS gets taken down for violation of AI disclosure.
After playing a couple dozen runs from Early Access to full release and having half of them wrenched away from me due to something beyond my control - from not getting crucial pieces in time to getting frame-perfected by The Puppet Master and screwing my run - I think I'm done. Far too much of your success comes down to RNG in such a way that your actual skill and ability to pull a build together stops mattering; many pieces rely on being played early, and only a handful of them scale well into the endgame. You can be as clever as you want putting together pieces from contrasting themes and getting something out of it, if a crucial "scaling" piece like the Queen Bee or Reactor doesn't arrive in time, you're doomed. And the less said about the several pieces that can transform [i]other[/i] pieces on the board (especially those who do it at complete random, like Mimic and Bookshelf), the better. The economy system was a great addition and alleviates a lot of the frustration I had with earlier versions when it comes to [i]attaining[/i] the pieces you want or need, but even the best runs can be shot down because the game didn't feel like giving you an I-Block when fighting The Perfectionist. And pivoting your build is a joke, you can only remove pieces from your deck with a single perk unless you feel like giving up the ability to Hold pieces... which breaks the game in its own right. That's not to say that StackFlow's take on "Tetris but Balatro" is any kind of bad idea; there are many builds that can give you the same hit of dopamine by means of block-retrigger spam sending your score into the stratosphere, but that doesn't imply your build is viable for any stage past 20 where point targets suddenly accelerate into multiple millions. Some of the bosses are fun; The Warden works the best, I'd say. But so many of them are obnoxious and frustrating, disrupting the flow of the game at best (such as The Defiant, The Mirror) or making it a chore to play outright (The Oracle, The Thief, [i][b]The Puppet Master[/b][/i]). And some of the piece effects are fairly imaginative and fun to use, especially as you complete sets of related blocks and watch them all interact. I just wish the game surrounding it was more enjoyable than haplessly frustrating.
テトリスとローグライクを掛け合わせたパズルゲーム。 手持ちのブロックを配置して一列に並べて消し、規定のスコアを上回るとステージクリア。 ステージをクリアするとランダムに提示されるブロックを購入して手持ちに追加していく。 アイデアが良く出来ていて、積み上げること自体に価値があるブロックや配置がスカスカになっても増殖して間を埋めてくれるブロックとかがあって楽しい。 要求されるステージスコアが加速度的に増加するので、ブロックのシナジーを考えて入手していかないと後半あっさりと詰む。 スコアには獲得式があり、スコアと倍率を掛けた値になっている。 入手するブロックは大抵の場合、消すとスコアか倍率のどちらかを提供してくれるので、両方を上手く入手しないと片方の数字だけ高くしてもスコアが伸びない。 また、後半の要求スコアを満たすためには実質必須のような強力なブロックがあったり、単独ではクリア困難そうなタグがあったり、バランスが優れている感じでは無いのだが効果自体がハチャメチャだったりするので楽しくはある。 これを書いている時点でクリアはしているものの、完全にブロックの仕組みを理解出来てはいないので、やりこむとまた印象が変わるかもしれない。 3ステージごとに妨害入りのステージが挿入されるが、それは個人的には単純にストレスだった。 ブロックを消すたびにスコアや倍率が跳ね上がっていくのを見るのが楽しく、昨今の多種多様なローグライクの一つとして良く出来ていると思います。
extremely repetitive, poor boss design, and generally after a certain point your actual Tetris skill becomes entirely irreleveant. the entire game boils down to "can you oneshot the level with a quad", if you cant, you're probably too weak to actually beat it
Stack Flow desperately tries to be a Tetris style Balatro, but unfortunately fails in this regard. The visuals are very Balatro like, but the soundtrack takes on a more rock tone that does not suit the game's style. The bosses are not really puzzle based, but rather action based. For example, there's a boss that switches the left and right controls. This is not the right idea for a more puzzle based game. That would be like Balatro having a boss that switched the play and discard buttons or something like that. It doesn't really add any interesting challenge to the game, and rather just makes the player go through an annoying hoop of switching buttons. I also didn't find any of the special block types to be that interesting to play with. Overall, it's not really worth your time or effort, and if you're looking for another Balatro type game, look elsewhere.
#買う前に気になっていたこと テトリスとしての操作はかなりちゃんとしている。 回転法則はクラシックルール準拠(わかる人にはわかるよね?) 複雑な回転入れもちゃんとできる。ただしTスピンなどのボーナスは無し 左右移動の感覚も特に問題ない上、速さと長押しの具合はオプションで調整できる。 ただし何故かソフトドロップだけは異様に遅い。なんで?難易度調整のため? 操作に関して不満点はこの1点しかない。それ以外は全く問題なし。
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