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Slice & Dice

Slice & Dice

Take control of 5 heroes, each with their own unique dice. Fight your way through 20 levels of monsters and try to take on the final boss. If you lose a single fight you have to start over so be careful (and lucky!).

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Release date: July 13, 2021

Rating (IGDB): 85/100

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Steam Reviews

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  • Recommended Posted April 2, 2026 on Steam The great German industrial designer Dieter Rams, who as of this writing is still with us at age 93, famously stated “good design is as little design as possible” as the tenth of his ten principles for design. Minimalism itself can be slippery to define or assign. One can be minimalist in the execution of one or several elements, and yet grandiose in those that remain. It’s a matter of semantics, debate, and even self-definition.  Philip Glass prefers to describe most of his work as "music with repetitive structures” instead of minimal. Successful minimalism, in the eye of the beholder, tends to host depth. The simple repeats and becomes a journey into a chthonic abyss. How much can you do with a little? What can you accomplish with that which is simple? That which repeats? Choreographer Merce Cunningham and composer John Cage, partners in both art and life, relied on what they called “chance operations” to form both music and movement. They rolled dice and flipped coins to determine what might happen next.  It is within these currents that we find Slice & Dice, a meeting of chance operations and minimalism, two forces of 20th century art and performance that coursed through the same set of decades. The game is a worthy entry in the attempt to reverse the unstated ethos of the AAA (large, if not open world) game - “a mile wide and an inch deep.” Slice & Dice attempts the opposite. Take the simplest act. The throw of dice. Repeat it. Draw options from lists. Binary choices. This or that. An inch wide and miles deep.  Not a single element is unnecessary. Not a pixel wasted. Good design, Rams would call it, as would Strunk & White, “omit needless words.” The underlying promise of Dungeons and Dragons was that you could derive a story from chance. Dice, pencils, paper, predetermined lists, and you can erupt forward into narrative cohesion. This was not new. The French novelist Georges Perec, member of the Oulipo, constructed his novel Life: A User’s Manual by creating massive lists of characters, personality traits, stories, objects, and backgrounds, and algorithmically populated them all within a Parisian apartment building by using the simple trick of a Knight’s Tour, the path by which a Knight in chess can traverse the entire board and touch every square only once. You can in fact build a story, or a world, by simply casting dice over and over. The iconic choreographer Lucinda Childs, who can take the smallest of movements and turn them into a hypnotic and virtuosic explosion, put it like this - “Some of my phrases develop from simple changes of direction—half turns, full turns—and this generates the movement of the upper body and arms while the footwork is very precise and bound by a certain tempo, which all the dancers abide by. Sol LeWitt’s famous line drawings inspired my structures. In one of them he chose a progressive sequence—1 with 2, 1 with 3, and so on—which consists of arcs from the four corners of a square, with arcs from the center of its four sides, and the same with straight lines, not-straight lines, and finally broken lines. If I try to include all the options for any given dance, however, it would take forever to perform, and I’m obliged to limit the length of each piece to no more than fifteen minutes, which even then demands enormous energy and concentration from the dancers.“ Think of these things while you play Slice & Dice, limited to twenty battles in a run. "I have nothing to say, and I am saying it,” said John Cage. "Chance is a way of going beyond the control of the ego,” said Merce Cunningham. Your characters do not speak long dialogues while investigating a world. They merely roll and react. Determine an action. A choreography. A sequence. Click. Roll. Repeat.
  • Recommended Posted February 24, 2026 on Steam This is, probably without exaggeration, the greatest game ever made in terms of design, mechanics, and literally infinite replayability. On top of that, it's endlessly and easily mod-friendly. Highly recommend, especially on your phone, as the ultimate way to waste time. If this game looks even vaguely interesting to you, buy it and don't look back!
  • Recommended Posted November 21, 2025 on Steam I played this on Android and now on Steam. I can't recommend it enough for anyone that enjoys roguelikes, strategies, rpgs, and dice games.
  • Recommended Posted June 17, 2025 on Steam I've got like 2 billion hours on the Android version. This game is insanely good. Despite being dice based, this game is not the outta control luck fest you may fear it being. As you learn the game, it becomes abundantly clear that there's a lot of room for strategy and risk mitigation. The game's built-in undo heavy system lets you experiment to find the perfect line with the dice you chose to lock in, while the limited rerolls and the game's consistent difficulty curve keeps things challenging. And my god, the content. Tons of synergies, class combinations, difficulties, bonus modes, settings and adjustments, achievements, modding, etc., etc., etc. Plus gorgeous sprite work, minimal yet stylish animations, and cool ass physics based dice. This game is incredible. Get it!
  • Recommended Posted October 16, 2025 on Steam One of the best in the genre, the dev took a good idea and explored the design space to it's absolute limits. I keep being surprised of how well balanced everything in this game is, the more I play the more I realize how what I once thought sucked is actually good in some scenarios, meaning that any point there are so many non-obvious options available to you to make your build better or more consistent. The tier 0 junk items? They may be 97% junk, but they all have synergy. Sometimes you want to replace your hero with a randomly generated one, sometimes you want to skip level ups and roll your tier 2 hero til the end of the game. Sometimes you have 7 units on board, sometimes a single unit becomes your combo piece and the others are just support. One item is only good for the next fight, the other is slightly worse but more useful long term, which do you pick? I mean there are randomly generated spells and items, how hard must it have been to balance that? Every turn is so tense too, playing the correct line is what decides between 4 of your units dying or they all surviving with 1hp. It's really hard to put into words how well made this game is but I will be playing this one for a while to come.
  • Recommended Posted November 28, 2025 on Steam Modding this game makes me wanna blow my brains out but other than that this game is freaking tubular dude! ALOT of content to chew thru and like.... so much run diversity...... and that(installing) MODS is so easy to do and then the game just kinda becomes infinite. 9.3/10 Gnolls