Reviews

Dice ‘n Goblins – Cozy RPG with unique approach

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  • DEVELOPER: Tsukumogami Software
  • PUBLISHER: Tsukumogami Software
  • PLATFORMS: PC
  • GENRE: Turn-based RPG
  • RELEASE DATE: April 4, 2025
  • STARTING PRICE: 13,79€
  • REVIEWED VERSION: PC

Dice ‘n Goblins is a first-person turn-based and dungeon-crawling RPG that places you in the role of Gobby, a goblin knight navigating trap-filled dungeon to find a safe haven for her people. With its unique dice-based combat that draws inspiration from tabletop RPGs, charming hand-drawn art, and classic grid-based exploration, the game aims to blend luck and strategy in a cozy yet challenging package.

Cute cartoonish graphics

Having already played the demo, I had some expectations for the game’s official release, but its 10 interconnected levels with grid-based movement, reminiscent of titles like Legend of Grimrock or Etrian Odyssey, truly hooked me in. However, it occasionally grew repetitive. The dungeons lacked proper detail, filled with similar-looking enemies and consistent, rather bland textures and graphics everywhere, which was a slight disappointment.

Despite this, I really admired the approach to art style and characters. They’re essentially hand-drawn images integrated into a cartoonish environment, and while that might sound odd, it actually complements the surroundings perfectly. From goblins to mice, every character fits seamlessly into the world. Beyond that, the dungeons feature interconnected layouts, demanding you solve environmental puzzles like finding switches or even drop down through holes and be in the water.

The auto-mapping feature helps you stay oriented, but I wish it had clearer markers for walls and edges, as it can leave you confused about where to go next. The map’s multiple floors and layers often felt unclear too – it was just rather confusing to get around, although going face first into danger was fun. Luckily, the game’s small size makes finding the right path quicker than expected.

“I really admired the approach to art style and characters.”

The turn-based combat is solid but comes with some flaws

The combat system is arguably the game’s most enjoyable and straightforward feature. You equip items like daggers or shields, each providing specific dice, for example, a dagger gives a four-sided damage die or a shield a defense die. These dice are rolled every turn and categorized into damage, defense, and healing. Success depends on strategically selecting dice to chain combos and using unique skills to alter dice effects for maximum impact. Enemies also use dice and combos, which sometimes forces you to adapt to their patterns.

However, the system’s reliance on RNG can make fights feel too fast at times, or drag on, especially in later dungeons. But, since you get a permanent healing dice early on, it makes it too easy to just take hits, which makes the combat a bit boring. The game is even more forgiving because you have stars to change your dice numbers, making it easy to “cheat” the system. While I understand the goal of a cozy game, the balance between early and late game is visible.

As you travel and explore, you’ll find loot in chests, including new dice, equipment, and items to trade with a dungeon merchant. This lets you customize Gobby’s dice pool and skills. What I do miss is a clear visual difference between bosses and regular enemies. Bosses hit hard, but since you can rest at campfires to reset enemies, you can essentially farm levels for free. This can also make enemies too weak over time, though the game tries to balance this by forcing you to explore for new loot, as sticking with the same weapons isn’t a good idea.

“Combat relies too much on RNG and forgiving mechanics.”

The story has its own memorable moments

Dice ‘n Goblins also features a gentle learning curve, gradually introducing mechanics like piercing or poison effects, so you’re not stuck with the same items. With three different skill trees, there’s plenty of room for experimentation. My biggest issue is the inconsistent XP and gold drops from enemies. Some grant a lot, others very little, with no clear explanation for these varied amounts.

Another really good aspect is the story, which is delvered through silly dilagoue and cutscene that hint at a larger world. Interactions with NPCs, including potential allies, add charm and context, though the story is more a backdrop than a driving force here. The focus remains on gameplay, with the narrative serving as a light, engaging motivator. Sadly, most NPCs feel a bit useless, which is a definite letdown. There’s also backtracking, but only in situations where you suspect you’ve missed a room and hope to find a new chest.

On a positive note, I didn’t encounter any major bugs. The only real annoyance is accidentally clicking forward during combat, which can trap you, preventing you from re-selecting dice and forcing you to commit. Missions were also often unclear, with odd progression paths, and dialogue sometimes fails to provide proper direction. But even if you do get lost, somehow you would always find a way out.

“The story unfolds through amusing, silly dialogue and cutscenes.”

Solid pick if you’re into cozy RPGs

In the end, Dice ‘n Goblins proved to be a surprisingly solid RPG. I appreciate games that experiment and offer something new, and this is definitely one of them. The first-person view was so well-executed that I didn’t even miss a third-person option, though it would have been a cool addition. Nevertheless, this is a very charming game, perfect if you’re a fan of the genre.

I often found myself listening to podcasts while playing this one, it’s genuinely that chill and enjoyable. While it’s still a bit rough around the edges, I can’t fault the developers; it’s an indie game that’s functional and absolutely worth a try. For those who love cozy RPGs with a tabletop feel, Dice ‘n Goblins is worth exploring, especially if you can overlook some minor imperfections.

ProsCons
Charming characters and art style.The graphic style is always the same everywhere.
Good turn-based combat.It depends too much on RNG.
Relaxing and simple gameplay.Navigating is confusing.
Satisfying progression.It can become repetitive.
Content
80%
Gameplay
80%
Presentation
70%
Final score

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