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ZAR - Balatrolike with 3D Dice

A topic by HappySealGames created 12 days ago Views: 79 Replies: 6
Viewing posts 1 to 5
(1 edit)

ZAR 3D Dice Roguelike !

If you liked game like **Balatro, Slay the Spire and roguelikes build around strategy & luck**. Than you can also try ZAR our 3D Dice based Roguelike game. 

We’ve been developing our game, ZAR, for about three months now. Our goal is to launch our Steam page soon and release a playable demo on Steam in  Q1 2027.

Since the game is currently in its alpha stage, there are still many areas we’re working on and improving. During this process, we’d love to hear your feedback and suggestions so we can continue developing the game and create the best possible demo experience.

If you have the chance to try the alpha version of ZAR, your feedback would mean a lot to us and would greatly help us improve the game.




We`re waiting your comments abour our game ! 

Thanks a lot !

PLAY ZAR RIGHT NOW !

One thing worth having before the Steam demo, if it is not there already: a headless sim that plays a naive greedy line over a few hundred seeds and reports the distribution of outcomes rather than a pass or a fail.

Two traps we hit doing exactly this on our own balance work. First, count the outcome you actually mean instead of deriving it. We had a loss defined as not a win, and that hid the fact that most of them were stalls rather than defeats, which is a completely different fix. Second, put a ceiling on the win rate and not only a floor. A floor catches the build being too weak, and drift almost always goes the other way once players find the strong dice combination.

For a dice game the useful readout is usually which turn the run stopped being in doubt, rather than whether it finished.

Thanks a lot for comment, we`ll definitly add something like that for easier balancing !

Looks really nice! Definitely I'll try!

Great! We’re looking forward to hearing your feedback about the game. Thank you! 

ZAR NEW UPDATE LIVE!

Hello everyone! ZAR Alpha v0.4.85.18 is now available!

This update mainly focuses on readability, visual consistency, balance improvements, enemy clarity, and bug fixes.

Readability & UI Improvements

  • Updated the game's font system.
  • Previously, a single font was used throughout the entire game, which caused readability issues and problems with some characters, including Turkish characters.
  • ZAR now uses two different fonts, allowing us to choose the more suitable font depending on the UI element while supporting a wider range of characters.
  • Updated Enemy and Player speech bubbles to make dialogue cleaner and easier to read.
  • Updated several box names and descriptions for better clarity.
  • Improved several UI texts and descriptions throughout the game.

Keyword Highlight System

  • Refined the recently added Keyword Highlight System.
  • Previously, some highlighted sections could cover large parts of a sentence, making descriptions visually noisy and harder to scan.
  • Keyword highlighting is now more minimal and focuses only on the most important values and mechanics.
  • This should make Relic, Augment, Enemy Skill, and Player Skill descriptions easier to read without overwhelming the player with too many colors.

Visual Improvements

  • Updated the game's color palettes.
  • Relic illustrations, Augment illustrations, UI elements, and several other visual elements have been adjusted to better match the updated color direction.
  • Enemy sprites are still placeholder assets during the Alpha, but different enemies now use different color variations.
  • This makes it easier to immediately recognize when you are fighting a different enemy and helps communicate that enemies may have different attacks and abilities.

Balance

  • Updated several Dice Augments to improve balance and fix unintended interactions.
  • Adjusted several Enemy Attacks and their values.
  • Updated the Slot Machine Relic probability system.
  • Slot Machine symbols no longer have equal chances of appearing.
  • More powerful symbols such as M and J are now rarer.
  • This makes powerful combinations such as MMM and JJJ significantly harder to obtain and keeps the Relic's high-roll potential more balanced.

Dice Collision Improvements

  • Improved Die-to-Die collision interactions.
  • Collision-triggered effects now use a trigger buffer to prevent unintended repeated activations.
  • Previously, combining Sticky with collision-based Augments could cause two dice that remained in contact to continuously trigger collision effects.
  • These interactions are now handled more consistently and should no longer generate unintended repeated effects.

Bug Fixes

  • Fixed issues with Sir Rollington's Passive Skill.
  • Fixed issues with Sir Rollington's Active Skill.
  • Fixed and adjusted several Dice Augment interactions.
  • Improved several collision-related edge cases.
  • Fixed various minor UI, text, and gameplay issues.

Enemy Updates

  • Adjusted several existing Enemy Attacks.
  • Improved the visual distinction between different enemies during the Alpha.
  • Different placeholder enemy sprites now use different colors, making it easier to recognize enemy changes and understand that they may use different attacks or mechanics.

Thank you for playing ZAR and continuing to share your feedback with us! 🎲

We're continuing to improve the Alpha step by step, especially around readability, balance, visual clarity, and progression as we work toward the Steam Demo.

ZAR NEW UPDATE LIVE! 🎲

Hello everyone! ZAR Alpha v0.4.86.5 is now available!

This update introduces a major rework of the Dice System, focusing on more consistent build crafting, inventory management, balance improvements, and bug fixes.

🎲 Major Update – Dice System Rework

Dice HP Replaces Usage

We've completely removed the old Dice Usage System and replaced it with Dice HP.

Previously, dice were destroyed after a limited number of uses, forcing players to constantly replace them. This made it difficult to maintain a consistent build and encouraged reliance on luck rather than long-term strategy.

With the new system:

  • Dice now have HP instead of Usage.
  • Dice are destroyed when their HP reaches zero.
  • Players can protect their dice from enemy attacks and develop them throughout a run.
  • Keeping and improving your favorite dice is now a more meaningful part of build crafting.

Our goal is to give players more control over their builds and make each die feel like a valuable part of their strategy.

Dice Attribute Capacity

  • Each die now has a maximum of 5 additional Rolls on top of its Base attribute.
  • This prevents excessive stacking of powerful effects.
  • Dice should now be more predictable and easier to manage.

Limited Inventory & Dice Selling

Since dice no longer disappear after a fixed number of uses, inventory capacity is now limited and varies by character.

  • Blacksmith: Maximum 8 dice.
  • Sir Rollington: Maximum 6 dice.
  • Players can now skip dice rewards.
  • Players can sell dice from their inventory to free up space.
  • Selling prices depend on the die's attributes and Rolls.

These changes allow players to make more deliberate decisions about which dice to keep, improve, or replace.

⚖️ Balance & Gameplay

  • Adjusted the rarity and mechanics of several Dice Augments to fit the new Dice System.
  • Reworked Icy Protection: Cleanse and Protection are now chance-based, with increasing chances as effects stack.
  • Updated the Boss Weakpoint Attack: The enemy now also restores HP for each weakpoint remaining in the arena.

📖 Tutorial & Readability

  • Updated the tutorial to reflect the new Dice System.
  • Simplified the initial dice selection from choosing 3 out of 6 dice to choosing 1 out of 3.
  • This change aims to reduce information overload for new players.
  • Reworked Enemy Attack descriptions to make their mechanics clearer.
  • Fixed die tooltip face values displaying in the wrong order (e.g., 4, 1, 2, 3 → 1, 2, 3, 4).

🛠️ Bug Fixes

  • WebGL Music: Fixed an issue where multiple music tracks could overlap after returning from special encounters.
  • Mine Relic: Fixed errors caused by remaining mines attempting to explode after an enemy had already died.
  • God's Curse Relic: Projectiles now correctly pass through the Blessing area instead of being destroyed.
  • Fixed various minor gameplay and UI issues.

🎨 UI & Presentation

  • Added the Happy Seal Games logo to the game's startup sequence.
  • Updated the Credits UI to include the developers (that's us! :D).
  • Disabled interactions with unfinished Enemy, Box, and Character Collection sections.
  • Updated Relic and Augment sorting in the Collection UI to display items by ascending rarity.

Thank you for playing ZAR and sharing your feedback! 🎲

This update is a major step toward making build crafting more consistent, strategic, and rewarding. We'll continue refining the new Dice System, balancing its interactions, and improving the overall experience as we work toward the Steam Demo.

Let us know what you think of the new Dice System!