Fuzz Force: Spook Squad
53 😀     5 😒
79,25%

Rating

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$14.99

Fuzz Force: Spook Squad Reviews

Roll into a dicey deckbuilder set in a spooky board game world. Capture ghosts as the elite Spook Squad using their customisable Dice-Powered weaponry. Navigate eerie areas filled with battles, treasure and random events on your mission to capture the ghoulish Polter Prince.
App ID1422190
App TypeGAME
Developers
Publishers Fuzz Force
Categories Single-player, Steam Achievements, Steam Cloud
Genres RPG, Adventure
Release Date8 Jun, 2021
Platforms Windows
Supported Languages English

Fuzz Force: Spook Squad
58 Total Reviews
53 Positive Reviews
5 Negative Reviews
Score

Fuzz Force: Spook Squad has garnered a total of 58 reviews, with 53 positive reviews and 5 negative reviews, resulting in a ‘’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Fuzz Force: Spook Squad over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 908 minutes
A charming, adorable roguelike that makes the most of its simple turn-based dice-rolling mechanics. I don't know how much more time I'll put into it, but I've had fun!
👍 : 2 | 😃 : 0
Positive
Playtime: 477 minutes
I love this game. Simple graphics yet amazing gameplay. Everytime you play the game it will be different. (EARLY ACCESS REVIEW) Pros: - Tablet top rpg feel - great mechanics - Well balanced - very nice difficultly curve - Monsters with unique skills - Great upgrade system for dice and weapons - perfect for all ages Cons: - Only 2 characters so far (I know there will be more, so my review will change on offical release) - Stages feel abit short ( 1 floor + boss floor) - Only 1 weapon through the whole play through I would like to say that this is 1 of the most unique games that I have played in awhile and I can highly recommend it to anybody that needs a great game that can be played with 1 hand. I wouldn't mind seeing a mobile port in the future. RATING: 7/10
👍 : 4 | 😃 : 0
Positive
Playtime: 269 minutes
This is a nice little board game with a lot of potential to really grow. The game play is basic board game navigation with turn-based battles. The dice, upgrades, and use of special buffs make it a good strategy based game. Enemies provide a good challenge and at times can really catch you off guard. While the main mission is short, it is all randomized boards and it allows you to play through all the available characters. Have to say I like this replay ability. I will say though that eventually this will play out if there isn't anything added to expand the game. That's my opinion but I'm sure they'll be adding more as time goes on. There are a few bugs and kinks that are being worked on by the developers but nothing that keeps you from having fun. I know the one that I keep forgetting about is not being able to cancel an action, but again doesn't really bother me. Overall, it's worth the purchase and I look forward to new updates and hopefully some DLC.
👍 : 1 | 😃 : 0
Positive
Playtime: 2138 minutes
Very nice game. I've been addicted to it for 2 weeks now. Can be frustrating at times because when you die... you have to start all over, but that makes winning all the more enjoyable. I HIGHLY recommend this game. Graphics are unique and interesting and I love a good dice roller. In this you get to modify and build your dice which I REALLY like. Recommend 100 percent!
👍 : 1 | 😃 : 0
Positive
Playtime: 2224 minutes
A very cute dice-builder rouguelite with a lot of replay value. Definitely got a lot of enjoyment out of this game, I feel Fuzz Force has the right amount of RNG elements so it doesn't feel like your runs end unfairly. There's a surprising amount of depth as well with the interactions, modules, and dice effects you can get. I only really have two complaints with the game. - I feel the biggest problem with the game is how slow it can be within the battles. While it's fun to roll all your individual dice one at a time- it does become a bit monotonous to spam click every single time, being able to roll all the dice at once would be a nice time-saver. - There's also a bit of unneeded "fluff" with the dice rolling itself, for example, you physically roll your stat dice alongside the others- but the stat dice are always one number (All 3's etc), so you're waiting for that dice to roll a number you know you're always going to get. Same goes for dices that have zero's on them, having it roll a zero and having to wait for that zero to register is not particularly fun. Maybe for those dice, they can either have more in-game weight to them so they don't bounce around the board- or maybe they can instantly resolve before the other dice so you're not waiting for them. Other than that I can full recommend this game if it's up your alley!
👍 : 1 | 😃 : 0
Positive
Playtime: 1697 minutes
Fuzz Force: Spook Squad is a cute little dice-rolling game. It's very easy to pick up and play, but there could be more to this game. Let's explore the ups and downs of the game (+, +/-, -, ?): + The game looks really nice, shiny and coloful. I like how the characters and enemies move in a limited way. + Great character design. [spoiler] Mecha Peppa [/spoiler] is probably my favorite. + A good selection of weapons, skills, dice, buffs and debuffs*. + It's super fast to start playing the game. Everything is super straight forward. Just go and beat ass. + A good selection of map modifiers. The random boonuses though, can be painful. +/- The combat is kinda repetitive, but fun. I find myself doing actions in the same order really often. +/- The game feels really short. You can easily beat all enemies and beat a map in an hour. And then you do the same thing again, and again, and again... -* Poison is way too powerful. It's the most common way for me to die. - The very first enemy I faced was a mimic. I died instantly. Get used to that. The mimics, upgraded or not, are way too powerful. You really need to roll for buffs when fighting these bastards. - There are some enemies that just cycle regen, heal and shield rolls. Some fight feel like nothing's happening and nothing is moving forward. - There're like 2 songs here. I find myself listening to a podcast or music while playing the game, because there's barely any sound in the game. The sounds that are there, a good though. ? I wish there was more content, but the game is very cheap even when it's not on sale. I think this game was a test, or a base, for a bigger game with the same functions and ideas. I really wanna see this game expanded and improved. Fuzz Force: Spook Squad is a great game, despite it's flaws. I hope this is a start to an amazing series of games. Playing this game made me want more of this. 8/10.
👍 : 2 | 😃 : 0
Positive
Playtime: 352 minutes
Although I haven't cleared the game, it won't be long before I do so. Fuzz Force is a heartwarming romp on a tactical strategy Roguelike platform. It's simple and fun, but with a great amount of complexity if you have an interest in it. Casual players will be happy at it's simplicity and addictive gameplay. I've enjoyed playing a few rounds in the middle of the day or late at night to unwind. The characters are fun and spunky, the art is cute and wholesome. Two thumbs way UP!
👍 : 5 | 😃 : 0
Positive
Playtime: 749 minutes
It's got charm, and it has some interesting gameplay ideas, but the later-level enemies are frustratingly defensive, the game overall feels very slow and clunky still. I would wait for a few more updates to the game to start playing it.
👍 : 4 | 😃 : 0
Negative
Playtime: 241 minutes
Two main issues. One is information exposure and clarity. Descriptions of status effects and equipment effects are often ambiguously written or missing important information. Seeing enemies rolling dice is next to meaningless when you don't know which moves the numbers on their dice correspond to, and you're not going to memorize the numbered moveset for every enemy. Enemy passive effects are important enough that if the player knew about them in advance, they might make some strategic choices-- shuffling dice or equipment around, or choosing a different lucky number-- but by the time the player can see the passive effects, it's too late to do any of that, so the opportunity for strategic choice is lost. That would be fine if there were enough strategic choice to be made in other areas, but... Issue two is the lack of interactivity and couterplay. With very rare exceptions, the player's gameplan and the enemy's gameplan don't really interact with each other: you may tweak your loadout before combat, but once combat starts, your loadout lets you pursue victory in a single inflexible fashion rather than anticipating or responding to individual opponents' tactics. To borrow a CCG term, rather than interacting with each other, you're playing solitaire against each other, and you win or lose based on whether your solitaire game is stronger than theirs. There's lots of status effects, lots of passive effects, and lots of little mechanical interactions between your dice and the situations in which you get to use them, but they generally don't create situations where you're playing differently because of something your opponent did, apart from binary decisions like 'I got hit, I need more shield now' or 'My battery got drained, I need more energy now'. The poison status effect is a good example of this. Poison is threatening because it ignores your shields, inflicting health-damage directly in a game where damage the player suffers carries over between fights and healing-sources are limited. Having different kinds of threats is good if it makes you think about and play around them differently, but in this case, you generally have no means to influence whether your opponent uses poison, no means to avoid poison when it is used, no means to avoid or mitigate the damage poison inflicts once you have it, no means to actively reduce or remove the poison stacks, etc. It's a part of your opponent's gameplan that, with rare exceptions, you cannot interact with or 'play around' in any way. This no-interaction no-counterplay style pervades the whole game. If an enemy has 3 stacks of dodge, ensuring that your next 3 attacks will miss, you can't wait them out or remove them in some alternate efficient style; whether you do it now or later, you're just going to have to attack through them. If an enemy has a buff that will inflict an ailment next time you attack their shield, likewise you can't outwait or remove it; one way or another you are going to take that ailment because you are going to have to attack. So regardless of which such tactics your opponent uses, the way you approach the fight is unchanged. This is unfortunate because the rest of the mechanical design seems fairly thoughtful. Equipment and effects are varied; changing your equipped dice makes you think about not just how big the numbers are and how reliable their distribution is but whether there's a good lucky-number distribution between all your primary dice and whether the added effects on the dice are good for the situations in which you expect to be using those dice. The charge mechanics feel novel and are sometimes interesting to play around. So, design wise, they're halfway there, but there needs to be meaningful choices to make inside of combat rather than just outside of it. Of the four or so runs I played, the strongest one involved a loadout that didn't allow me to make any combat choices at all; the character could only attack, every turn, and it did so right through the normal final boss and the one after that. it turns out taking away your ability to make choices isn't a downside when you didn't have meaningful choices to make in the first place. There's other balance issues, such as how heavily early equipment RNG dictates whether a run is a cakewalk or an impassable slog, but that's a tertiary concern compared to the game lacking a strategic core.
👍 : 5 | 😃 : 0
Negative
Playtime: 79 minutes
I have a pet peeve when it comes to video games- [i]if you put conditions in your game,[/i] [b]don't make them worthless![/b] There are a ton of conditions in this game- static, bleeding, poison, stun, the list goes on. The problem? They're pointless. After the first area, most of the enemies become outright immune to conditions. So, if your build is centered around a specific condition to win- too bad, you lose. Some enemies even [i]reflect[/i] your conditions back at you, making it a detriment to even apply conditions in the first place. And this game isn't like a regular RPG where you can [i]choose[/i] when and where to apply a condition- everything is random, so you either (try) not to include dice with conditions in the first place or...? Inevitably this leads to building very conservatively and playing incredibly defensively, which causes the game to slow down to a glacial pace. I want to recommend the game, as it's an interesting concept with cute characters, but the actual game- mechanically- just isn't there. If you can get the game on sale for cheap, like $3-5 cheap, I would say pick it up, but at $12 (current sale price) or $15 (listed price) it's not really worth it. I would say try the demo? But, I tried the demo and none of the issues I had with the game really showed up until I bought the full game. So, buyer be aware.
👍 : 14 | 😃 : 0
Negative
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