Roguelike Deckbuilders must do something special to stand out today, what with the murder in the last few years. Cobalt Core, Wildfrost, Shogun Showdown (if you are squinting). Everything is perfect, but Dichemancer is even distinguished by this, thanks to the clever trick and a huge dose of Chutzpah. It is in the belt, you know the offer, but to emphasize: you can move any number on the screen again.
Your health, enemy health, attacks, blocks, buffs, mana, gold – all fair game. Numbers in meetings. About the relics. Have in them! Heck, and before you start writing in Banknm.
You can’t read Willy, although, each reroll requires specific cards or the exploit of relics that charges a fee between meetings, but this still means that you can turn quite enough. Designing will exploit a sufficient number of brakes to stop uninteresting: for example, the ruling sewage rat pipe will, for example, have a health belt into pieces, so you can’t just pack it all with one shot. You can permanently change the card to, say, draw 20 cards, not 2, but from now on playing a furious fog that chases you on the map between the meetings, writing the destruction in the same style as the FTL rebel fleet. Relkt One Die, which powers your rerolls, also begins as Piddly D6, scaling to D20 during the run, if you can consistently update them.
The sewage rats in the pipe are representative for the mischievous chaos, which Diceomancer covers at about every possible level, from the art of a meeting in the style of raw drawings of a child to a fisheries mini-fish, which awaits at the end of a successful run (nothing except the fish meter in the main menu ). This is an indulgent comical environment in which the Shenanigan multizers leave the place for stupid jokes, such as the inclusion of the relic of the hitchhiking guide, which prevents you from panicing.
Everything is so alive, and even more so thanks to the animations that jazz many cards, showing their hands shooting the pistol in the face of the opposite geese or turning the crank on the magically followed organ pistol. A malicious mockery card just wave your finger on enemies, causing bonkers for each keyword on each card left in your hand. One of the signs of a good deck is how many cards make you stop and go “wait what”, and this annoys them. I can change any copy of the number in zero! I can gain an effectively infinite mana! I can exploit any card in my hand! (As long as I have thirteen of them and they all have different names!) I can play a very enraged frog!
But such wild possibilities do not make it mindless – you still need to consider, especially at the beginning of the run, before you build something broken. There are clever complexities that can be chewed, except for straightforward energy costs, which deepen the puzzle presented by each hand. The basic complication is colorful mana: each card requires a properly colored mana, which you get, rejecting the cards of this color. I dance some dance when the game requires issuing opportunities as a currency, and here is the spine of the card that would be convincing, even without the possibility of re -terror.
This is your elderly, good mix of tried and real ideas, combined with refreshing up-to-date ones. (It’s true, dishonest Lords have already tried the whole thing with UI hacking, but there it seemed like a breakdown rather than constant consideration). There is a breeze of the Monster Train fraction for class elections, which you build on the basis of combinations of colorful balls at the beginning of each gear, except for those decks that mix motifs more than cards. The green bullet rotates around the recall of helpful spirits, but pair it with a blue ball, and you are a builder, building DA Vinci and spheres of Dyson steam tanks.
In addition to their cards, classes have skills that can make you see the whole game differently. At the beginning you can see happiness, where every roll allows you to throw many cubes and take the highest result as a straightforward buff – and bad luck, which is the opposite, as a mutilating handicap. But you remember that sometimes low numbers are good numbers. I hated the barbaric class until I realized that they were effectively immortal, unless you can afford to re -equate their special buffer with injuries, to distract only damage in each turn. I even had one gear in which I deliberately reduced my death in D4, reducing any terrifying number into a harmless number for children, smiling every time.




The point is that beyond the novelty lies overpowered nonsense, which makes you feel dead clever, as if you were noticing hacks to be fooled that developers missed. Imagine that Cannily, moving the relic in the spire to triple his injuries, the number of buffs, or make him activate ten times instead of two. After inventing, where to make effective cuts with a scalpel One die, it becomes a destructive and elastic tool – and when you play enough gears to pour the required number of points to the tree of the Perma entity entity, you can crack the textbook and draw 20 cards for a refund. He is stupid, excessive, but it works.
Price is longevity. In each gear it will not last long before I pack absolutely a destructive combination, and then just play it. A scarce, exquisite murder that is spire, sees that you are going ending, drawing enough cards, while generating enough energy to infinitely play on penniless Schmuk. With diceomancer, I can happen in my family when they start working, often pasteing every monster in the first round. Each hand is a mystery, until you hit the point where you are so powerful that the puzzle becomes negligible – then you like it for a while, go fishing and start again.

Or leave it there! About twelve hours took me to reach the top of this modernization, at which moment I saw everything and broke the game in several different ways. For many it will be a reasonable stop point. There are currently customary 20 ranks of the ascension, but the challenges they present do not escalate quickly enough to balance the basic difficulty of becoming relatively effortless when you came up with a few tricks. In addition, improving optimal strategies is not really a goal. Dichemancer is not a pit where you can disappear for hundreds of hours, it is a neat cave you fall into to see stalactites.
“Hack The Rules” is an ambition that I applaud and Dichemancer is virgin enough to upload some whoopa. Take a look at any bend and something clever or fun is happening: one part of the card is a hat for death, with a man wearing a familiar backpack tower and armament of bags on the bearing. One meeting makes you a participant Reluctance to lose test. S’Gold.
A reduced possibility of a replay comes with great power, but that’s fine. Diceomancer is here for a good time, not a long time, and this is part of what makes it worth yours.