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Slots & Daggers Retrospective

Slots & Daggers is a short roguelite with roots in older titles, yet it brings enough of its own identity to feel distinct and memorable. Friedman states they set out to create a dark fantasy crawler where every action is determined by a slot machine, and the final game reflects that intention convincingly.

The blend of visible RNG with player-driven influence over the odds is well-executed. It creates a satisfying balance of chance and strategy that kept me returning to experiment with new approaches. The game does not have the depth or longevity of larger roguelites, but it never claimed to. Instead it embraces its intended scale and demonstrates that shorter experiences do belong in this genre. The grimy art style reinforces the dark theme with style, and the distinctive mechanics and well-paced progression make it a strong choice for players who want quick, engaging runs without significant time or mental investment.

There is room for growth through new or refined content, and new playable content has been suggested and would be welcome. The game provides a solid foundation that achieves its intended goals, I look forward to see how Friedman continues to build on this concept.

The Essentials
  • Length: 5-8 hours for the campaign and unlocks
  • Session Duration: 10-30 minutes per run, suitable for short or mid-length sessions
  • Achievements: 12 achievements covering campaign progression
  • Achievement Difficulty: 2/10. All are tied to normal campaign progression
  • Replayability: 4/10. Not as deep as alternatives, although numerous unlocks and the endless arena mode add replay value
  • Build Variety: 4/10. Moderate variety with some combinations that clearly outperform others
  • Value: Good. Short by design and priced appropriately

Platform Details
  • IO: KB+M and controller supported. I preferred KB+M on PC
  • Steam Deck: Verified. Performance and controls were smooth
  • Performance Issues: None. It could probably run on a Casio watch
  • Ultrawide Support: Good. The UI scales cleanly

Accessibility & UX
  • Colourblind Support: No dedicated modes, although colour coding is paired with text
  • Motion Options: Screen shake severity slider and a camera sway toggle
  • Audio Options: Volume sliders for music, SFX, and ambience (no advanced audio options)
  • Mechanical Complexity: Light. The systems are intuitive and reward some experimentation
  • Puzzle Complexity: Not applicable
  • Physical Demands: Light. Some timing-based skill checks appear, although they are not demanding
  • QoL Features: Solid. Includes speed mode, auto-resolve, and a simple save system
  • Tutorials: Optional tutorial toggle in the menu

Stumbles
  • Build variety exists but is moderate, and certain combinations are noticeably stronger than others, which makes weaker options feel unappealing to use
  • Whilst fast mode improves pacing, it can make one modifier feel redundant, which feels like a missed opportunity
  • Timing-based skill checks may frustrate players who struggle with rhythm inputs; these are not demanding, but they appear on some of the strongest options

The Wins
  • A distinct blend of slot-machine mechanics, fantasy crawling, and roguelite progression that feels fresh while respecting its influences
  • Clean and readable UI that stays unobtrusive
  • Quick unlocks and a well-paced progression system keep motivation high
  • Arena mode adds replay value beyond the main campaign
  • More content is hopefully coming


The Verdict
Consider this if you:
  • Prefer short-session games or roguelites that do not require sustained focus
  • Appreciate visible RNG mechanics that you can influence, but not control outright
  • Enjoy light-to-moderate mechanical complexity with multiple combinations
  • Like run and account progression systems that encourage experimentation
Avoid this if you:
  • Prefer long-form or high-hour progression; progression here is intentionally limited
  • Look for deep buildcrafting, theorycrafting, or extensive optimisation; the game is intentionally uncomplicated
  • Expect large ability pools with high synergy depth
  • Require systems with minimal or tightly controlled randomness; RNG can be influenced but not removed
发布于 2025 年 11 月 15 日。 最后编辑于 2025 年 11 月 15 日。
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Dark souls II: "I just want to get passed this bit" x100.
发布于 2024 年 8 月 10 日。
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总时数 7.2 小时 (评测时 6.7 小时)
Challenging but not too hard if you stick at it, the game is short but for the price you can pick this up, it's worth it.
发布于 2014 年 5 月 8 日。
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