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A jam submission

Rogue RollersView game page

Dice Rolling Rogue-Like
Submitted by PolyB (@DatPolyB) — 1 hour, 59 minutes before the deadline
Rated by 12 people so far
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Rogue Rollers's itch.io page

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What did you revive? What was your inspiration?
Revived an old project that was effectively just a dice roller with a button to roll the set of dice. I wanted to make a more elaborate rogue-like setup with it, but never ended up getting the chance. This is basically the framework to try and make that a real thing now.

How do you play your game? Is controller required?
Fully mouse controlled, web build.

What asset packs did you use? What, if any, content is AI generated?
AI was used for debugging purposes, but all assets were created by me.

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Comments

Submitted(+1)

Great job with this one! I hope you can expand on it in the future, in its current state it doesn't feel like you can lose but I can see how this can differ from something like Dicey Dungeons :)

Developer

Thanks a bunch! 

The current version is balanced well in favor of the player for people to just get into the combats without dying and see the experience. I plan to keep working on it and finding it's own unique game with Dicey Dungeons as one of the major inspirations among a few others.

Submitted(+1)

Had a lot of fun with this, the dice-keeping and ability system makes for a really interesting dynamic, and it’s easy to get hooked on one more turn. Nice work!

A couple of things I ran into:

Sometimes I double-clicked to roll and it rolled twice in a row. I wasn’t sure my first click had registered, so I clicked again. It might help to lock the roll button until the roll animation finishes.

Occasionally the dice ended up hidden under the abilities bar, so I couldn’t see what I rolled or select them.

Other than that, great job!

Developer

Definitely great notes on the control lock and pesky die placement.

I'll adjust the UI camera to help the die land in more consistently visible places and locking controls to avoid the inevitable accidental player double-click is something I often forget to do, lol.

Submitted(+1)

Nice entry, I think the game needs more interesting battle choices because I found that tha axes actions were the better, and I used the axe dices without even rolling it, but overall great idea, good job!

Submitted(+1)

This is pretty neat! It's a bit like Dicey Dungeon but I like that your dice face have combat related features. I was confused at first that I had to click the action in the green card to initiate it. 

Submitted (1 edit) (+1)

Nice system, hope you can use it for something more sometime. Dice are always fun.

I realized you could just never roll your dice and get a guaranteed 14 damage per turn, which beats out any damage the enemies do, considering it’s just a single fight. Optionally give yourself a crit boost or two at the start to speed things up.

I like the Slay the Spire style enemy intents, but I didn’t really do anything with them since my dice spells were all damage-dealing, and didn’t let me choose a target in general. I think intents are best when you can counter the intent, either by blocking or intentionally targeting the threat.

Developer(+1)

Thanks for playing and the notes!

I understand the desire for targeting specific enemies, but I'm trying to lean into that for the sake of making it part of the problem the player needs to solve (a.k.a. - how do I get rid of that guy at the back or survive him until I can?) I really enjoyed Dungeon Clawler and they heavily leaned into that as a mechanic so I'd like to explore ways to make that more interesting with this setup.

I also have plans for several different player characters, but this guy is supposed to be the damage from damage and more damage type of archetype so he doesn't include any blocking or healing with his current ability set (I'll likely add some options for things like life-steal or ignoring damage as long as you're dealing damage in future iterations of his ability kit long down the road).

The free 14 damage is really a bug since I intended to trigger a roll event at the start of the player turn, but didn't end up getting that in for the submission of the jam. I'll probably try and update it over the next few days, but it's not terrible for letting people just use the abilities and win if they want to within the context of playing for the jam, lol.

Submitted(+1)

I was confused at first but once i got into it, I really liked it and see the vision. I do really like the mechanic of rolling dice, saving the ones you want to build up to a certain move, but obviously its a gamble to roll again and miss it etc.

I think there's so many ways you can expand it as a rogue-like, unlock different dice and modifiers. There's also room for D4-D20 to be included (like perhaps you roll for element/resources to pick a move and for damage using different dice, can have dices altered or loaded/weighted or design your own dice with specific numbers and symbols you might want)

I'm curious have you thought about how you'd make more varied enemies? I think having them roll dice against you as well could be fun

Developer

Using D4-D20 is totally something I'd like to explore over time. I've thankfully got the dice created in such a way that I can create any type of die mesh that I'd like and it "should" be fully functional with only minor configuration needed.

I've got some plans for expansion on the rogue-like mechanics, but hadn't thought about mixing some die for the abilities and other die for their effects. I'd like to try and keep the UX streamlined so that the player just needs to click a single button for each ability and the system can automatically figure out which die it's supposed to use to pull that ability off. That might still work with the mixing of ability die and effects die, but it'll definitely take some experimentation.

I haven't done too much brainstorming about enemy variety yet, but as you mentioned there are several ways that enemies could contribute to the combats. I'm personally a big fan of simplified enemy designs that only do 1-3 different things and then creating interesting combats based on the combination of the different enemies (with any kind of Elite or Boss special combats having more complexity to make them feel more special). I've seen a couple games where the enemies roll dice for their behaviors (thinking Dicey Dungeons and Aristea), but I kinda like the more deterministic method for enemy behaviors because it makes the player gambling choices more explicit in the moment and less determined by RNG of enemy die rolls.