
An innovative pigeon fighting game. In dungeon, defeat enemies by placing block cards. Experience new building dynamics around blocks, relics, and hero traits.
Modeled estimate, not a reported figure. How we estimate →
About


"Tetra Dungeon" is a rogue-like and card combat game where the mechanics integrate Tetris elements. Players use cards depicting various shaped blocks and strategically place them on a 5x5 dungeon grid to inflict damage on entire rows or columns of enemies.

The game features three main classes:
Swordsman: Straight Sword Cards + Slash Cards with row-range attack
Mage: Elemental Spells + Various Spell Combinations
Puppet Master: Similar to tower defense, continuously adjust puppet units on the board for attacks

In addition, the game currently includes a total of 310 different types of cards.
Around 90 cards for each class and 40 common cards.

Our first foray into developing a rogue-like card game was filled with countless setbacks. Initially buoyed by confidence, we thought blending mechanics from Tetris and Slay the Spire would be perfect. However, by mid-development, the complexity and computational requirements were overwhelming—rendering the game nearly unplayable.
After numerous major overhauls seeking solutions, we've reinvented our design nearly seven times, created around 2,000 cards, and constantly revised and deleted them—enough to nearly lose our hair over it.
With our current version, we believe we have crafted something truly worthwhile and original, with no comparables currently on the market. Each class offers intuitive gameplay, and there is a good synergistic level amongst the cards. The game difficulty is relatively low, allowing nearly every player to achieve a playthrough and enjoy that thrilling rush of strategic victory!
However, limited by budget and resources, the game still has many areas needing refinement. Every indie developer, including us, strives to offer both innovative and well-polished games. We truly appreciate the support from every player who has joined us on this journey! A huge thank you as well to our players who tirelessly helped us during testing and to our friends and colleagues in the indie community!
Thank you for your encouragement and support!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
请问怎么全屏或者无边框?
[h1]棋盘管理大师[/h1] 《Tetra Dungeon》是一款肉鸽卡牌爬塔策略类游戏。本作在常见的肉鸽卡牌游戏中加入创新玩法,卡牌分为武器、法术、随从,武器是有形状和大小之分,放置武器会立刻对目标进行伤害的预算,法术会有行、列、单体立刻发动伤害。随从会放置在棋盘上每回合使用技能。所以要如何在方块棋盘上将这些机制最大化,是游戏获胜的关键。爬塔过程中也有随机的事件发生,有技能或者商店道具店之类的,用来升级卡牌或者复制卡牌,或者是直接购买新的卡牌。 [h1]策略要素拉满[/h1] 玩家是要在一个5×5的棋盘中与敌人进行战斗,卡牌分为武器、法术和随从等。敌人直接出现在棋盘上,有的成列,有的成行。有的敌人会逐渐靠近玩家的位置发动近战伤害,或者用远程的方式直接对玩家造成伤害;有的敌人会在棋盘上随机移动,还有一些敌人会召唤出小怪,直接出现在靠近玩家的位置。除了直接造成伤害的法术或技能外,大多数卡牌都是以各种武器的外形占据棋盘,而且越大的武器占据的棋盘空格就越大;法术则会同时对占用格子的所在行和列造成伤害。同时,还有不规则的武器,但游戏中可以随时使用右键旋转卡牌,借此调整占据的棋盘位置,达到效益的最大化。在对敌人造成伤害时,当玩家能够利用武器和武器,或者利用敌我双方的随从填满5格的行或列时,该行或列造成的伤害将会翻倍。因此,最大限度地将自己的行或列填满是一个需要时刻注意的机制。 [h1]化繁为简快速构筑[/h1] 每个奖励关卡都会有多种功能,强化、删牌和购买啥的。一站式对自己的卡组进行构筑和强化,非常方便玩家。游戏的推进一般只有2选1,选择完奖励后便可以专注进行对战,然后再进行2选1奖励,往复循环,直至爬塔到最终boss房。 [h1]最后的总结[/h1] 本作的游戏难度几乎都集中在了调整卡牌占据棋盘的位置上,毕竟玩多了太多的肉鸽爬塔游戏,突然有这么一款机制为卖点的游戏,着实让人欢喜。现阶段有3个职业出场,游戏的玩法相对有趣好玩,卡牌的搭配和利用率组合上手容易精通有点难,适合那些喜欢尝鲜新玩法和新机制的玩家们。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
还挺有模有样的,四格长度放不下了还能放到棋盘外边,留场的卡每回合都可以动位置太赖了。。
剑术大师:菠菜罐头肌肉猛男 法术大师:裤裆带毒底裤过穿 傀儡大师:拼尽全力无法战胜
硬核策略玩家可以体验到杀戮尖塔一样的爽感,目光呆滞不想动脑的玩家也可以快速上手。 一把通关的时间大概在1~2小时左右,3个角色各有特点很值得一玩。 目前打折的价格性价比也很高。
莫名其妙靠初始角色通关了个难度0。。。。。 好像武器的朝向会导致攻击数值不同,但不太理解,每次都是旋转找出数值最大的去摆放设置。 玩的删牌流,把初始卡牌删的差不多就能赢了。商店卖的基本都比初始好,初始剩下1张就够。 怪物设计还可以,记忆点是比较足够的。但难度0差不多时长1小时感觉还是能再缩短一下,缩成半小时-40分钟差不多,再往后可能会容易玩困,删掉几个关卡就行。 游戏吸引力和噱头可能不是很强,最好是包装成故事或者来点剧情,光打牌应该不太够。
玩法有意思但不多 内容过少
非常值得一玩的肉鸽,这个赛道玩法有独特的创意又有许多成立的套路就很难得了,唯一的缺点就是界面和动画透露着贫穷,但已经完全对得起价格啦!
非常成熟可靠的小品级游戏,适合无聊时打发时间,后期会有点卡,但是不影响玩家正常游戏。 [table][td]欢迎关注鉴赏家[url= https://store.steampowered.com/curator/44900613]“黄油收集师”[/url][/td][/table] [h1] 总体上来看 [/h1] 本作是一款非常成熟可靠的小品级游戏,主打的是通过数值计算来造成更高的伤害并击败各种关卡boss,直到抵达最终boss,大部分遗物并不能撑起来一个相对成熟的流派,玩家需要不断的通关并在高阶难度下解锁新内容,游戏本身的难度并不高,因此制作组加入了挑战模式,催促玩家尝试更高效的流派。对想要通过游戏进行休息的玩家来说,本作正是那种轻松与煎熬任选,玩家掌控游戏而非游戏掌控玩家的上品佳作。 [h1] 下面是具体的评测内容 成熟的游戏玩儿法 [/h1] 游戏本身的玩儿法非常的成熟,玩家需要在技能,召唤物,填图装备三种流派资源中挑选一个作为主攻方向,然后根据主攻方向选择遗物和商店内容。 技能的效果是固定伤害,随着技能效果的强化,玩家将能在同样经费的技能消耗下取得更高的收益。 召唤物的效果各有不同,无论是直接造成伤害还是增加灵活的幽灵匕首,玩家都能通过召唤物获得更有性价比的选项——召唤物被召唤出来之后可以移动或者被从地盘上丢下去,给玩家的装备牌提供空间。 填图装备是本作的核心机制,各种装备的初始性能各有不同,需要通过占不同的格子来获得不同的加成,横排相加之和乘以竖排相加之和即为对怪物造成的伤害,因为boss怪占图为四格的缘故,技能和召唤物都很难对boss造成足够的伤害,必须要靠填图装备。 在升级时,小的填图装备更灵活,具有星的填图装备能造成额外的攻击效果,而大的填图装备在更难安装的同时也能造成更高的伤害——填图装备可以有一部分悬空,这不影响放进地图里装备的伤害计算和效果。 [h1] 总体上来看 [/h1] 本作是一款非常成熟的小品级游戏,制作组精妙的控制了数据和怪物机制,使得游戏本身具有可玩儿性的同时不腻人,不沾人,玩家随时可以开一局,放弃也没什么可惜的——真的很适合工作或者休息之余用来休闲。想要找个游戏打发时间的玩家千万不要错过本作,真的蛮有趣的。
游戏很好的创意,玩一局的时间也不长,推荐下剑士的玩法,使用断剑斩+助手+小剑加伤,全部升级后,可以比较轻松的秒BOSS
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