Info about Idle Dice 2:

Official game description:
The sequel for Idle Dice is here!  
Idle Dice 2 expands on the gameplay of its predecessor and adds more things:  
MORE DICE  
Up to 25 dice to upgrade independently  
MORE CARDS  
The basic set of cards is too boring for you? Idle Dice 2 features cards that don't exist in the real world. Why limit yourself to 13 cards if you could draw the whole alphabet?  
CREATE YOUR DECK  
You can choose which card to add to your deck to master various challenges.  
FAIR  
Like all my games, watching ads is entirely optional and the game is balanced to play without the need to spend money to progress.  
and most importantly:  
DARK MODE  
The most requested feature for Idle Dice 1 is finally here!!  
The game is still being developed and more content will get added. Be part of the development by joining the discord server and give feedback.

Release date: Jun 1, 2023

Categories: Idle Game, Clicker Game, Card-based Gameplay, Deckbuilding, Dice-based Gameplay, Incremental Game, Prestige Mechanics, Automation


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 30.0h
  - Story completion: N/A
  - Session length: 14.0h
  - Endgame: 450.0h
  - Reasoning: The 30ish-hour quote indicates that the main content or novelty is exhausted around 30 hours, supporting gameCompletion at 30. The 14-hour straight play session directly reports a long single session, supporting sessionLength at 14. The 450-hour achievement quote shows a very long late-game or achievement grind, supporting endgame at 450. No reliable evidence gives a story completion time, so storyCompletion remains null.
- Time-to-fun:
  - Summary: The common time-to-fun profile is fun then drops: players often call Idle Dice 2 addictive and satisfying at first, then report boredom, tedium, or instability as progression continues into midgame and late game. A minority report the reverse, with a boring opening loop that becomes addicting only after further progression.
  - Stance: Fun then drops
  - Anchor: N/A
  - Time to anchor: N/A
  - Friction: loop from the start to getting your first 52 cards is very boring; early game you need to restart until you get 4 kings; Balance feels bad at least early game; Getting prestige points in early game(past very-very early) is useless; I have been clicking every single card sometimes dozens of times to gild them which is beyond boring; the wheel spin if you have multiple wheel spins then it's kinda tedious after awhile
  - Unlock drivers: New content and game mechanics are revealed at a decent pace; stuff gets gradually more automated as you go; upgrades are satisfying, and there are multiple layers of progression; Gems can be invested in permanent upgrades such as maximum offline earnings, and multipliers for dice, prestige, and card progression; ways to earn faster card progression; You can spin this for instant card progression, money, a prestige multiplier for this run, or wheel shards
  - Conditions: It starts off as boring when you get further on its gets addicting; loop from the start to getting your first 52 cards is very boring; early game you need to restart until you get 4 kings in first; unless it gets better a few dozen hours down the line idk; Definitely not stable once you hit the midgame; Late game autodraw costs E500+ and you're needing to draw 3000+ cards.; I just wish there was a guide, walk through, or any kind of content that better explains late game builds.; would play a lot more if it had achievements
- Player Archetypes:
  - Nostalgic Idle Dice Veteran Grinder (buy)
    - Motivation: Nostalgia for the original Idle Dice and the satisfaction of long, competitive grinding.
    - Playstyle: Marathon grinding sessions, chasing higher stats and comparing progress with friends.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Idle Dice; Idle Dice 1
  - Card Build Tinkerer (buy)
    - Motivation: Mastering the card system and creating unique optimized runs.
    - Playstyle: Experiments with card builds, adapts strategies to unlock cards, and optimizes run synergies.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Casual Idle and Incremental Fan (buy)
    - Motivation: Relaxed idle/incremental progression and optional story/worldbuilding.
    - Playstyle: Casual daily sessions, low-pressure progression, and light engagement with lore.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Idle Purist and Anti-Manual-Grind Critic (no buy)
    - Motivation: Seeking a true idle game that progresses without constant manual input.
    - Playstyle: Wants minimal input and avoids repeated manual spinning, mashing, or active grind.
    - Experience: familiar
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Strategic card and deck system (weight 0.48): The card system adds significant depth, allowing players to customize their deck, combine cards, and adapt strategies for each run. Many reviewers highlight the large variety of cards and the tactical choices they enable.
- Polished and improved sequel (weight 0.33): Reviewers note significant polish and improvements over the original Idle Dice, making it more addictive and enjoyable. New features like card system and wheel spins are welcome additions.
- Fun and addictive idle game (weight 0.3): Many reviewers describe the game as a fun and addictive idle experience focused on farming money to upgrade dice. It is seen as a worthy sequel to the Idle Dice web game.
- Free with fair monetization (weight 0.3): The game is free to play with optional ads and no microtransactions on some platforms. It is balanced to be enjoyable without spending money.
- Positive overall reception (weight 0.3): Many reviewers rate the game highly, calling it lovely, really good, or 10/10. It is considered a quality idle game.
- Engaging core gameplay loop (weight 0.27): Players find the core loop satisfying, with rolling dice, clicking, and watching numbers increase. The loop is considered at least as good as or better than the original Idle Dice.
- Multiple progression layers (weight 0.23): The game features several progression systems, including upgrades, prestige, and passive income. These layers keep players engaged over time.
- Regular content updates (weight 0.23): New content and mechanics are introduced at a reasonable pace, preventing boredom. Regular events with exclusive rewards also keep the game fresh.
- Offline progress and automation (weight 0.22): The game supports offline progress, accumulating resources while closed. As players advance, automation reduces manual clicking.
- Lots of content and depth (weight 0.22): The game offers plenty of content, including many card types, achievements, and upgrades. Its depth impressed many players.
- Pleasant minimalist visual style (weight 0.19): The graphics are simple but effective, with a bright and minimalist design. The text is easy to read, and dark mode is available.
- Good time-killer for short sessions (weight 0.19): Many find it an engaging time-killer suitable for short play sessions of 1-2 minutes. It works well for casual play.
- Fun for limited time (weight 0.18): Some players find the game fun initially but lose interest after a certain point, such as when cursed cards are introduced. It remains enjoyable for a few hours to dozens of hours.
- Dice variety with unique effects (weight 0.16): Reviewers appreciate the variety of dice, each with unique abilities and multipliers. Combining dice adds tactical depth and keeps the game interesting.
- Simple and easy to understand (weight 0.15): The gameplay is straightforward and easy to start without a tutorial. It is accessible even to players new to the series.
- Balanced progress without pay-to-win (weight 0.15): All currencies are obtainable without paying, and progress is not too grindy. The game is fair for free players.
- Satisfying sound and visual feedback (weight 0.15): The game provides satisfying feedback through sounds and visual effects, such as screenshake and screenflash toggles. Some find the sounds overstimulating but still rate it highly.
- Nostalgic and classic feel (weight 0.12): Some players feel nostalgic playing the game, and it is considered a classic in the idle genre. It captures the essence of the original while adding new elements.
- Good for casual and active play (weight 0.11): The game rewards active gameplay while not punishing idle play. It fits both casual and active playstyles.
- Lore and world building (weight 0.09): The game includes lore and world building, adding an intriguing story element. This enhances the overall experience for some players.

Common complaints:
- Slow and repetitive progression (weight 0.95): Progressing at all becomes painfully slow, and the game becomes a frustrating mess of managing curses. Late game becomes infinite repetition, all numbers constantly refreshing, watching for a long time makes you dizzy.
- UI and interface problems (weight 0.58): The user interface is one of the worst ever, seemingly designed to keep important parts of the game hidden and forcing excessive scrolling. The interface is sometimes cluttered with information at high levels, and clicking on buttons while a window is open creates more windows.
- Not idle, requires active play (weight 0.44): The game has nothing to do with the idle genre despite the name. Most money comes from hourly bonuses and the wheel; dice only help early on, and part of the game has 3 different mechanics that require constant attention.
- Wheel spin is tedious (weight 0.4): The game relies on a spinning wheel and the spinning wheel is horrible. The wheel is not idle as you have to manually spin the slow ass wheel every time, and the spin part is a big part of progression.
- Curses and banish system broken (weight 0.37): Cursed cards actively punish the player for playing, and anti-curse cards can become cursed and increase curse. Banishing is ineffective when there are three copies of the same curse that do not stack, and there is no auto-banish, requiring manual banishing of each curse one by one.
- Balance issues and randomness (weight 0.35): High randomness: success heavily depends on dice rolls. Early game balance feels bad; you need to restart until you get 4 kings in the first 5-7 cards to progress faster than eating multipliers.
- Worse than original (weight 0.29): Feels clunkier and less satisfying than the first game. The menus do not feel as great to navigate as in the first game, and the first game is better overall.
- Story and content lacking (weight 0.28): The story is so bad it actively makes the game worse, and the story adds nothing to the game. There is not much content, and no content after the first major goal of gathering the whole deck.
- Auto gilding unavailable early (weight 0.26): Auto gilding feature cannot be found or unlocked. Auto Gild only unlocks after first Forge, requiring thousands of manual gilds before that, and clicking every card dozens of times to gild them is beyond boring.
- Monetization and pay-to-win concerns (weight 0.22): Aggressive monetization: many accelerators and rare dice are available only through donations. Without purchasing premium currency, progression becomes monotonous, and the developer posted the game to exploit a small section of people who will use the gem shop.
- Steam Deck and window issues (weight 0.2): Pressing A on Steam Deck opens another identical window, requiring you to click OK twice. No option to set resolution, fullscreen, or borderless window, and no way to exit the game when playing on PC.
- No strategic decisions (weight 0.2): Few strategic decisions: most progress happens automatically. The combos tried did not really allow progress; the only strategy that seems to work is not using dice and focusing on the wheel, which is slow and manual.
- Forge mechanic problems (weight 0.18): The forge is an interesting principle but poorly designed, just a pure RNG system with an inconvenient interface for searching enchantments. The forge mechanic permanently breaks stats, and there is no reason to keep playing after the forge point.
- Negative numbers and instability (weight 0.17): Game goes into negative numbers on a restart, including negative ascension levels. The game is not stable once you hit the midgame, and challenges and the game become unplayable.
- In-game help and wiki lacking (weight 0.16): The wiki is an absolute desert. There are basically no in-game help areas, making it hard to learn how things work, and no guide, walkthrough, or content better explaining late game builds.
- Lack of achievements (weight 0.15): There are currently no achievements, and no Steam achievements. No achievements, which makes the reviewer play less.
- Lack of updates and support (weight 0.14): Lack of updates, and the game has received no updates or support despite being released over a year ago. The discussion board is filled with bug and glitch reports and questions about game features.
- Upgrading is tedious (weight 0.1): Upgrading to late game feels stupid; you cannot upgrade multiple cards at once even with enough resources. You must click card then confirm to upgrade one level; to upgrade several levels you must repeat the whole process.
- Reused sprites and UI (weight 0.09): Many sprites appear reused from another game by the same developer, and the UI is a ripoff of Idle Superpowers' UI.
- Settings only apply on restart (weight 0.05): New settings only appear on restart, so if you leave the game running you cannot change settings and certain cards can become unobtainable.

Gameplay feedback:
- Card System and Deck Building (weight 0.36): Players collect and manage a deck of cards that provide various effects and upgrades. Strategic deck building and card acquisition are core systems.
- Idle Incremental Gameplay (weight 0.34): The game is primarily an idle/incremental game with upgrades that allow background ticking and offline progression. It features multiple progression layers and a prestige system.
- Dice Rolling Core Mechanic (weight 0.27): Dice rolling is the central gameplay mechanic, where players roll dice to earn points and currency. This core loop drives progression through upgrades and unlocks.
- Wheel Spin Mechanic (weight 0.26): A wheel spin mechanic is used for progression, offering rewards such as cards, money, prestige multipliers, or wheel shards. It requires manual spinning until automation is unlocked.
- Curse and Banish Mechanics (weight 0.25): Curses are negative cards or effects that can hinder progress, while banishing allows players to remove curses. Managing curses is a key strategic element.
- Forge and Gilding Systems (weight 0.25): The forge mechanic allows crafting or upgrading cards, while gilding provides permanent boosts to cards. Both systems add depth to card management.
- Varied Strategies and Combos (weight 0.25): The game offers varied strategies through dice combos, card synergies, and different upgrade paths. Players can experiment with combinations to optimize progress.
- Unlockable Cards and Decks (weight 0.24): Players unlock new cards by leveling dice, spinning the wheel, or completing achievements. Completing multiple decks is a long-term goal.
- Prestige System (weight 0.23): A prestige system allows players to reset progress for permanent upgrades and multipliers. It is a key component of long-term progression.
- Clicking and Grinding (weight 0.23): The game involves significant grinding and heavy mouse clicking, especially in the early stages. Automation gradually reduces the need for manual clicking.
- Gradual Automation and Progression (weight 0.22): Automation unlocks slowly, reducing manual effort over time. Progression speeds up significantly in the late game, but early automation can feel sluggish.
- Offline Progression (weight 0.21): Offline progression is supported, with earnings accumulating while away. This can be upgraded through permanent upgrades and natural play.
- Achievement and Story Unlocks (weight 0.15): Achievements unlock parts of a story and also provide access to new cards. This adds a narrative and progression incentive beyond pure mechanics.
- Card Gilding and Upgrades (weight 0.14): Cards can be gilded to provide permanent upgrades, and they can be leveled up individually. Gilding requires clicking, but automation is available later.
- Challenges and Events (weight 0.14): Regular events with exclusive rewards and various challenges provide additional content and goals. These add variety and incentives to keep playing.
- Poker Dice Scoring (weight 0.11): Scoring is based on poker-like hands such as pairs, straights, and full houses, similar to Yahtzee. This adds a layer of strategy to dice rolls.
- Short Sessions and Low Pressure (weight 0.1): Sessions are short, around 1-2 minutes, with no harsh time limits. This makes the game easy to pick up and play casually.
- UI and Quality Features (weight 0.09): The game includes a resizable UI and a dark mode option. These quality-of-life features enhance the player experience.
- Ascension Mechanic (weight 0.06): Ascending a die at level 100 doubles its point value and grants a card choice. This is a key progression milestone.
- Late Game Repetition (weight 0.06): The late game becomes highly repetitive, with infinite scaling and constant number refreshing. Some players find this monotonous.

Performance notes:
- Lag at the Forge (weight 0.06): Performance degrades when using the forge because of heavy math calculations. This causes noticeable slowdown for players.
- Banishing Many Cards Lags (weight 0.06): The game experiences lag when players banish hundreds of cards at once. This performance issue disrupts gameplay during mass card removals.
- Memory Usage of Idle Dice (weight 0.06): The original Idle Dice was a Flash game that consumed a large amount of system memory. This memory issue may affect performance on lower-end systems.

Recommendations:
- Great for idle game fans (weight 0.37): A large number of reviews recommend this to players who enjoy idle and incremental games. The core audience finds the progression and strategy fitting for the genre.
- Not truly idle experience (weight 0.19): Several reviewers say the game does not fit the idle genre due to excessive manual actions. The lack of idling and required mashing of dice, cards, spins, and gilds is a common complaint.
- Decent but unremarkable idle game (weight 0.15): It is rated as a good idle game but without any revolutionary features. Overall it is worth a try to kill time, though it may not stand out.
- Try it, you might like (weight 0.13): Several reviewers give a general positive recommendation to try it out. The overall sentiment is that players might enjoy it if they give it a chance.
- Strong sequel familiarity (weight 0.11): Players who enjoyed the first game are very likely to enjoy this one. Prior experience with the original is a strong indicator of a good fit.
- Mixed on active clicking (weight 0.1): Reviews are divided on the clicking requirement. Some recommend it for clicking game fans, while others warn it is not for those who dislike clicking.
- Casual and simple mechanics (weight 0.1): The game is described as suitable for casual play with simple mechanics and passive progress. It works well as a background activity or for short breaks.
- Lacks depth and strategy (weight 0.1): It is not recommended for players seeking deep strategic gameplay, competitive elements, or complex tasks. The experience is seen as simple and repetitive rather than challenging.
- Free and low risk (weight 0.1): The game is free, so players have nothing to lose aside from time invested. It is worth trying simply because there is no financial cost.
- Low engagement experience (weight 0.1): Some reviewers find it only playable when there is nothing else to do. The most playable approach is to put it aside and wait rather than actively engage.
- Strongly not recommended (weight 0.09): Some reviewers explicitly do not recommend this game to anyone. Others advise against playing unless it improves after many hours.
- No first game needed (weight 0.06): It is not a problem if you never played the first game. Newcomers can enjoy this entry without any prior experience.
- Prestige gem decision tip (weight 0.05): One specific tip advises that when asked at prestige to spend 50 gems to double, always answer no. This suggests the prestige upgrade is not worth the cost.
- Community help via Discord (weight 0.04): Players who need assistance are directed to join the official LutsGames Discord. This is the recommended channel for support and community interaction.

Other player notes:
- Sequel to Idle Dice (weight 0.23): Many reviewers note this is the sequel to the original Idle Dice, with comparisons to the first game being common.
- Free to play, no microtransactions (weight 0.2): Players highlight that the game is free and lacks any store or microtransactions, making it accessible.
- Mixed comparisons to original (weight 0.19): Some reviewers find this game worse, clunkier, and less satisfying than the original, which they consider better and easier to look at.
- Optional ads, no pay-to-win (weight 0.15): Ads are optional, and the game is balanced to progress without spending money; all currencies are obtainable without pay-to-win.
- Premium currency monetization exists (weight 0.15): The game features premium currency monetization, including a gem shop and donations for accelerators and rare dice.
- Wiki and community resources (weight 0.14): There is a wiki with build examples, though one reviewer finds it sparse; an active Discord provides help.
- Available on mobile and Steam (weight 0.11): The game can be played on both phone and PC via Steam, as mentioned by several reviewers.
- Balanced progression, free bonuses (weight 0.11): The game is balanced to progress without spending money, and ad bonuses on mobile are offered for free on Steam.
- Pacing well in late game (weight 0.11): Some players note that the game understands pacing unlike many other idle games, though others mention infinite repetition.
- Plenty of content and achievements (weight 0.11): The game offers plenty of content, with achievements in various categories and some having hundreds of levels.
- Story and lore present (weight 0.1): The game includes a story about the developer's coding adventures and contains lore and world-building elements.
- Short completion time (weight 0.1): The game can be completed in a short time, with one reviewer finishing it within a week using the wiki.
- Nice piano jazz soundtrack (weight 0.06): A pleasant piano jazz soundtrack enhances the experience according to one reviewer.
- Fun wears off quickly (weight 0.06): One player reports that the fun wears off after about an hour of play.
- Auto gilding feature not discoverable (weight 0.06): An auto gilding feature is discussed online but is not discoverable in-game, as noted by one player.
- Reused sprites from other games (weight 0.06): Many sprites in this game appear to be reused from another game by the same developer, according to one reviewer.
- Comparison to Balatro with dice (weight 0.05): One player compares the game to Balatro but with dice, indicating a similar feel.
- Story suspected AI generated (weight 0.05): One reviewer suspects the story is AI generated, raising questions about its authenticity.
- UI copied from Idle Superpowers (weight 0.05): One reviewer notes that the UI is copied from Idle Superpowers, another game by the same developer.

Emotions:
- Disappointment (weight 0.26): Many players are disappointed by poor balance, high randomness, and intrusive monetization that make the game feel worse than the original. Recurring complaints include a repetitive and tedious progression loop, a broken forge mechanic, and a lack of content or satisfying prestige after the early stages.
- Frustration (weight 0.17): Frustration stems from the game not being truly idle, requiring constant manual clicking, slow wheel spins, and tedious curse management. UI bugs, hidden curse cards after prestige, and steep late-game requirements add to the annoyance.
- Enjoyment (weight 0.1): Players enjoy the engaging clicker format, strategic deck building, and the fun idle loop with dice rolls and currency upgrades. The card mechanics add depth and make each run feel unique.
- Satisfaction (weight 0.08): Satisfaction comes from the satisfying progress of upgrades, the polished incremental loop, and improvements over the first game. Helpful community and easier card acquisition also contribute.
- Boredom (weight 0.08): Boredom sets in due to repetitive gameplay, poor RNG, and the need to click every card dozens of times to gild them. The spin mechanic and slow progression make the game only engaging for a short time.
- Excitement (weight 0.04): Excitement is driven by the anticipation of grinding, the expanded sequel to Idle Dice, and the card system that allows for large customization and unique runs. The faster pace as you roll dice adds to the thrill.
- Anger (weight 0.02): Anger arises from broken anti-curse mechanics, horrific UI, and slow automation. The developer's gem shop practices also feel exploitative.
- Hope (weight 0.02): Hope is based on an intriguing story so far and a good core game loop, with UI issues that seem fixable. Players hope the game ends on a high note.
- Happiness (weight 0.01): Happiness is simply derived from clicking the button and watching the number increase.
- Nostalgia (weight 0.01): Nostalgia comes from playing the original Idle Dice in 2021 and competing with a friend.
- Addiction (weight 0.01): The simple incremental clicker mechanics make the game extremely addictive, leading to continued play.
- Appreciation (weight 0.01): Players appreciate the wonderful progression game with wheel spins, deck building, combos, multipliers, and dice skins.
- Engagement (weight 0.01): Engagement comes from the many cards and the thinking required to combine them effectively.
- Annoyance (weight 0.01): Annoyance is caused by tedious multiple wheel spins that interrupt the flow.
- Anticipation (weight 0.01): Anticipation revolves around looking forward to unlocking new cards and experimenting with deck combinations.
- Amusement (weight 0.01): Amusement is found in unlocking achievements.
- Impressed (weight 0.01): Impressed by the game's depth despite simple dice rolling and card drawing.
- Overstimulation (weight 0.01): Overstimulation is caused by the many sounds in the game.
- Letdown (weight 0.01): Letdown because the game is too complex to formulate good strategies.
- Wistfulness (weight 0.01): Wistfulness comes from wishing for a guide or walkthrough for late game builds.}