Heres a rather extensive list of changes/additions I would like to see after playing quite a few hours a couple of months ago and some rounds after the newest update:
-Make the "heal full HP" reward actually heal full HP, not 10 flat HP.. Or at least make it an X% of HP so it doesnt stagnate as quickly, when you have 35 hp 10 is really not noteworthy.
-Dice rewards should ALWAYS have at least one silver option in the early game. Theres no real incentive to ever pick it over an upgrade/heal/remove until circa round 5.
-The option to skip the reward AFTER choosing it, I think this is one of the most important things.
-A more linear Difficulty curve rather than pure RNG in Terms of encounters, it feels weird to be able to either spawn one 6 HP Fly or two 6 HP Flies with a Healer/10 HP Fly on the same floor (aka Room Number), it can really mess up a run early if you get something really tough, or boost one too quick when you get something really easy. Middleground would be the way to go. I am aware you have already done a lot of work in this department but it still needs more finetuning, the first few encounters are just way too decisive (probably having to do with the overall shortness the game currently suffers).
-More bosses OR New Game + as a placeholder, which just scales up enemy stats by double or something along that line! That way you could actually use your God Build for something. It takes about 15 rounds to get real strong, and then the run is already over 5 rounds later. That would of course require some more layers of Dice variety, maybe unlocking a new pool of even stronger dice-variants/Tiers (above Gold) in the new game plus, and removing basic dice from the pool. Some Ideas ive got are: ~a Die that does absolutely nothing, but when you pick it up it gives you some kind of reward after being played a certain amount of times. It could even have negative effects like dealing self damage if the payoff is worth it. ~a Vampire/Leech die that heals you for the damage dealt this round / by that dice. ~a Thorny Block die that deals blocked damage back to the attacker. ~an Attack Die that cleaves multiple enemies in one attack (or is that already in the game? Im not sure). ~a Corrupted Healing Die that reverses the heal effect but adds some cool mechanic to it. ~Hybrid Dice that combine the effects of Basic Dice.
-More enemy types, but im sure thats already planned.
-More Room Designs, Ambient Elements, Music (altough that one track is fire). This is of course relatively low priority, the mechanincs and gameplay are key.
-Some kind of Achievement system that lets you collect cosmetics such as Dice/Monster/Room skins across runs, including a Main Menu collection page to view and choose from them. A few examples would be: ~You managed to deal over 20 Damage in one Round and now you get an Achievement called "D20!" along with a basic attack dice skin. A few runs later you manage top it by doing 30 damage the next tier of said achievement called "D30?!?!" is reached, an attack dice skin is unlocked and now silver attack dices dices are also skinned. ~You collected 4 golden Mirror dices in a single run unlocking some special version of Mirror dice for future runs. ~Beat the boss a certain number of times, or without Losing HP --> unlock a new skin pattern/colour variant/weapon/cape for your beloved Frog.
Something to show and remind you of the amazing, funny and cool situations you've had.
-Ultimately a few more layers of complexity, but im sure thats coming anyways seeing the last new dice additions being really cool! Though I hope for either some kind of Run to Run progression (which might turn some hardcore roguelike players off, but you could make it optional), or some kind of Class / Relic system. Make runs more distinct from each other and give them an increased sense of direction and specialization.
/!\ SPOILER /!\ I don't know what level of details you want, but from my experience: - Aim : Finish the dungeon (20 rooms) - Fights : You may select the enemy you want to hit, you can only hit one enemy by turn (thus you may want to count and optimize your damages), die placement in the grid is important (purple dices) - Bonuses between stages : life (heal or increase HP pool), add die (with either slight probabilities differences and/or specific abilities), remove die, and upgrade die (three levels : basic, silver and gold). Tell me if you want extra details, but for that small (but very nice) game, this might already spoil a lot ¯\_(ツ)_/¯
Wow, that is awesome. I finally beat it for first time. With a time of 34. Had a defence sorta build. Mind telling me (if you remember) what dice you had for this run? I am curious.
Nice ! I don't remember what was my exact build... But usually, what I do is first to fully upgrade an attack die, then remove not useful dices (1 defense and 2 boost) and last add some die from level 11 or 12. The aim is to have at least two attack dices in the end, with some boost and a bit of defense. That way runs are usually around 10 minutes but can be less than that (current WR by Dragomadryl around 7:20 minutes).
Amazing game, one small comment: I think the heal potion reward should tell you how much HP it heals, I read it first thinking that it was a full heal, but it only heals 10 HP.
Beat the game with just removing and upgrading the starting dice (I added a boost partway through and removed a lower level starting boost but that turned out to be a mistake). One attack, one defense, the starting heal die, and two boosts. Every turn you play the attack and defense dice and the highest boost. When you have enough defense you get both boosts to three and then play them on the heal die to heal back any health you lost. Worked fine, though I was losing health rather than gaining it on the boss and the last two fights before it, just not enough to matter.
What's the weird black shadow after you beat the boss? It just appeared with hollow wind music and then the end screen played...
Great work! Just wanted to try it for a minute because I liked the art style. Kept playing all the way through it. Judging by the others, I’m probably a very slow player. But it was a blast of an hour I had!
I'm finally cleared it with 3 attack dice, one defense dice, one recovery dice, and 2 boost dice. I think 6-8 dice are the most stable. Of course, I only cleared it once.
my best run it was a lot of luck. Two overkills + silver mirror hollow dice at the end + enough upgrade and drop abilities to get almost fully gold deck at the 11-12 round, when I started to acquire new dices
Damn this game sure is great! It works on phone too, but I kinda wish it got released for android as standalone .apk, wouldn't even mind an ad here or there ether :)
Needs a LOT more dice which actually care how they are placed. Currently the game is kind of boring because die placement takes up a lot of your time but isn't difficult or interesting once you get used to the math.
Just tried this game out and got to say it was realy good. I do have a few things I would like to see added in like when your choosing a dice to add to your deck you would have to ulock different dice at a hub or something before you would see it in the dungeon, also a kill screen would be cool instead of just auto starting a run lastly I wish you where able to trade in one dice per turn and have it swaped for one in your deck.
I know this is still pretty early into development and you might already plan on adding some of the things i said just keep on working on it but DO NOT FORGET TO TAKE BRAKES.
I love the game but it has little replay ability due to how simple the dice are, since there is only a few different ways you can use the dice to reach the end, so i think that if you added like a few more dice types or some sort of perk system it would add more to the different strategies to make each playthrough a bit more unique
Al comenzar el juego, tienes un mazo de 9 dados del que irás robando a tu mano (los 5 dados en la parte inferior de la pantalla). Los dados de tu mano pueden colocarse en el tablero de arriba, cuando un dado se coloca en el tablero su efecto se aplicará al final del turno (al apretar el botón de "Finish"). El efecto de cada dado depende de su color, hay 3 tipos de dados básicos:
Rojo, para atacar enemigos.
Azul, para ponerte escudo y bloquear daño.
Verde, para curarte.
El número del dado indica el valor, por ejemplo si un dado rojo tiene un 3 en su cara, hará 3 de daño al enemigo. Sin embargo, hay un color de dado más:
Morado, que suma su valor a los dados objetivo. Si el dado morado tiene un 2 en su cara, sumará 2 de valor a todos los dados que estén a 2 casillas de él.
Espero que esta breve explicación te sirva para empezar a jugar, el juego definitivamente necesita un tutorial (simple), pero estamos dando prioridad a añadir contenido nuevo ahora mismo. ¡Qué disfrutes jugando! :)
This game is really fun! There's a lot to expand on if the devs choose, and the premise is very simple to understand. Altho it's very hard! And I personally wasn't fond of the music.
No matter what I'm excited to see how this is expanded in the future!
Yo honestly, this game is fun. Whenever I clock into work I just play this all day but this shit is so poorly balanced it ridiculous. Between the constant wars of attrition between the fucking moth who can self heal up to max HP several times throughout the fight, with no way to combat that other than praying he decides to attack or you roll high enough, the shitty beetle who not only shields himself but his team multiple times with the same issue, to the final boss being all around unbeatable without the correct RNG, it is a mess. I get it, its a game and not a big deal but frankly this is just busted. I had the luck to get 5 gold level healing items (One of which is the one that isn't a crystal and can be reused), 5 Heavy gold attack options, 3 gold heavy pink dice and I still fucking lost because the boss maximum DPS is too fucking high, health too fucking high, and the motherfucker is constantly healing or shielding, or attacking for fucking 12 of my HP per turn. I had 29 health and still lost because the devs decided the final boss should be able to shield himself and heal himself without restriction. I want to like this game a lot more than I do, clearly a lot care was taken in terms of the design, mechanics, art and programming but its busted. I do not mind that it is hard, I enjoy a difficult game but the RNG is too high to get a decent run. I have had runs end on floor fucking 4 because I get shit items, each round I am given no option to upgrade health or dice, each new dice I could pick was all shit, and a goddamn moth kept out healing my max DPS of fucking 8 and when I start with a shitty healing dice that has the potential of only giving my back 1 HP of course I am nothing but fucked. "It's a roguelite" I get that but its like when you play the binding of Issac and each item at the start is absolute dog water and you die 1 million times but at least in that game there is an element of control, I can get better at the game and overcome through dodging or learning what item is better than another, there is no adaption with this game, just fucking luck. I have been playing this game since December (so clearly on some level I like getting my shit kicked in) and have yet to beat the game one goddamn time because each enemy is poorly designed from a gameplay perspective. In conclusion, I hope when this game gets patched again we can get the correct balance between challenge and fairness because I like this game, it's cool or whatever, but if I lose one more goddamn time to a fucking to a fly getting carried by a moth and I have nothing but shitty RNG the entire time I am going to lose my mind.
I will try again later I guess.
Addendum: I won the next day after making this comment.
Personally, I like to cut my deck down to as few dice as possible and upgrade them to gold (1 heal, 2 attack, 2 block and 1 boost or mirror). This way the dice you are given are consistent (in fact, you get the same 5 dice every turn after you use the heal).
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Incredible Game concept, and promising updates!!
Heres a rather extensive list of changes/additions I would like to see after playing quite a few hours a couple of months ago and some rounds after the newest update:
-Make the "heal full HP" reward actually heal full HP, not 10 flat HP.. Or at least make it an X% of HP so it doesnt stagnate as quickly, when you have 35 hp 10 is really not noteworthy.
-Dice rewards should ALWAYS have at least one silver option in the early game.
Theres no real incentive to ever pick it over an upgrade/heal/remove until circa round 5.
-The option to skip the reward AFTER choosing it, I think this is one of the most important things.
-A more linear Difficulty curve rather than pure RNG in Terms of encounters, it feels weird to be able to either spawn one 6 HP Fly or two 6 HP Flies with a Healer/10 HP Fly on the same floor (aka Room Number), it can really mess up a run early if you get something really tough, or boost one too quick when you get something really easy.
Middleground would be the way to go.
I am aware you have already done a lot of work in this department but it still needs more finetuning, the first few encounters are just way too decisive (probably having to do with the overall shortness the game currently suffers).
-More bosses OR New Game + as a placeholder, which just scales up enemy stats by double or something along that line!
That way you could actually use your God Build for something.
It takes about 15 rounds to get real strong, and then the run is already over 5 rounds later.
That would of course require some more layers of Dice variety, maybe unlocking a new pool of even stronger dice-variants/Tiers (above Gold) in the new game plus, and removing basic dice from the pool.
Some Ideas ive got are:
~a Die that does absolutely nothing, but when you pick it up it gives you some kind of reward after being played a certain amount of times. It could even have negative effects like dealing self damage if the payoff is worth it.
~a Vampire/Leech die that heals you for the damage dealt this round / by that dice.
~a Thorny Block die that deals blocked damage back to the attacker.
~an Attack Die that cleaves multiple enemies in one attack (or is that already in the game? Im not sure).
~a Corrupted Healing Die that reverses the heal effect but adds some cool mechanic to it.
~Hybrid Dice that combine the effects of Basic Dice.
-More enemy types, but im sure thats already planned.
-More Room Designs, Ambient Elements, Music (altough that one track is fire).
This is of course relatively low priority, the mechanincs and gameplay are key.
-Some kind of Achievement system that lets you collect cosmetics such as Dice/Monster/Room skins across runs, including a Main Menu collection page to view and choose from them.
A few examples would be:
~You managed to deal over 20 Damage in one Round and now you get an Achievement called "D20!" along with a basic attack dice skin.
A few runs later you manage top it by doing 30 damage the next tier of said achievement called "D30?!?!" is reached, an attack dice skin is unlocked and now silver attack dices dices are also skinned.
~You collected 4 golden Mirror dices in a single run unlocking some special version of Mirror dice for future runs.
~Beat the boss a certain number of times, or without Losing HP --> unlock a new skin pattern/colour variant/weapon/cape for your beloved Frog.
Something to show and remind you of the amazing, funny and cool situations you've had.
-Ultimately a few more layers of complexity, but im sure thats coming anyways seeing the last new dice additions being really cool!
Though I hope for either some kind of Run to Run progression (which might turn some hardcore roguelike players off, but you could make it optional), or some kind of Class / Relic system.
Make runs more distinct from each other and give them an increased sense of direction and specialization.
Great game, im excited to see where it goes.
Encountered JavaScript Error after upgrading an attack dice
Where are the instructions for the game. I think I understand it, but would like to make sure. Any help would be great! Thanks!
/!\ SPOILER /!\
I don't know what level of details you want, but from my experience:
- Aim : Finish the dungeon (20 rooms)
- Fights : You may select the enemy you want to hit, you can only hit one enemy by turn (thus you may want to count and optimize your damages), die placement in the grid is important (purple dices)
- Bonuses between stages : life (heal or increase HP pool), add die (with either slight probabilities differences and/or specific abilities), remove die, and upgrade die (three levels : basic, silver and gold).
Tell me if you want extra details, but for that small (but very nice) game, this might already spoil a lot ¯\_(ツ)_/¯
¯\_(ツ)_/¯
Wow, that is awesome. I finally beat it for first time. With a time of 34. Had a defence sorta build. Mind telling me (if you remember) what dice you had for this run? I am curious.
Nice !
I don't remember what was my exact build...
But usually, what I do is first to fully upgrade an attack die, then remove not useful dices (1 defense and 2 boost) and last add some die from level 11 or 12.
The aim is to have at least two attack dices in the end, with some boost and a bit of defense.
That way runs are usually around 10 minutes but can be less than that (current WR by Dragomadryl around 7:20 minutes).
Great Game ! Let's see if it's doable to complete it under 13 minutes ^^
A fun mini-game. Maybe 5-size deck is a bit too strong.
Amazing game, one small comment: I think the heal potion reward should tell you how much HP it heals, I read it first thinking that it was a full heal, but it only heals 10 HP.
Beat the game with just removing and upgrading the starting dice (I added a boost partway through and removed a lower level starting boost but that turned out to be a mistake). One attack, one defense, the starting heal die, and two boosts. Every turn you play the attack and defense dice and the highest boost. When you have enough defense you get both boosts to three and then play them on the heal die to heal back any health you lost. Worked fine, though I was losing health rather than gaining it on the boss and the last two fights before it, just not enough to matter.
What's the weird black shadow after you beat the boss? It just appeared with hollow wind music and then the end screen played...
Great work! Just wanted to try it for a minute because I liked the art style. Kept playing all the way through it. Judging by the others, I’m probably a very slow player. But it was a blast of an hour I had!
Well done. ♥
ez for shield tatic
The main dice mechanic is incredibly fun and makes expands the potential of making new combinations, incredible game, great job.
Awesome game! I hope to see more from these developers!
best game that i played
Amazing Game
LETS GOOOO
lol got to floor 18 without dying, how do i see the end screen?
You have to beat the boss at floor 20 ^^
Small complaint, but I don't like how you can't resize the window when it's windowed. Besides that, it's a very good game!
I'm finally cleared it with 3 attack dice, one defense dice, one recovery dice, and 2 boost dice. I think 6-8 dice are the most stable. Of course, I only cleared it once.
oh my god here please take my whole sunday afternoon. i love you, sword frog. 12/10 would marry.
my best run
it was a lot of luck. Two overkills + silver mirror hollow dice at the end + enough upgrade and drop abilities to get almost fully gold deck at the 11-12 round, when I started to acquire new dices
Nice game! It was very fun, wish there were more dice, but other than that it was a great.
Damn this game sure is great!
It works on phone too, but I kinda wish it got released for android as standalone .apk, wouldn't even mind an ad here or there ether :)
Needs a LOT more dice which actually care how they are placed. Currently the game is kind of boring because die placement takes up a lot of your time but isn't difficult or interesting once you get used to the math.
I like this game! It definitely has a connection to Dicey Dungeons!
Really enjoyed this! Would love to see more updates ^^
Nice concept! Good game! Thank You!
Just tried this game out and got to say it was realy good. I do have a few things I would like to see added in like when your choosing a dice to add to your deck you would have to ulock different dice at a hub or something before you would see it in the dungeon, also a kill screen would be cool instead of just auto starting a run lastly I wish you where able to trade in one dice per turn and have it swaped for one in your deck.
I know this is still pretty early into development and you might already plan on adding some of the things i said just keep on working on it but DO NOT FORGET TO TAKE BRAKES.
fun game 10/10 would recomend
Hahaha, thanks for the advice! Glad you liked our little game :)
no problem its a great game and it deserves to be noticed
interesting!
Ayee lets goo!! This game is great, hope there are updates in the future:)
Nice! Rest assured, there's a new update currently in the making ;)
I love the game but it has little replay ability due to how simple the dice are, since there is only a few different ways you can use the dice to reach the end, so i think that if you added like a few more dice types or some sort of perk system it would add more to the different strategies to make each playthrough a bit more unique
Your wishes might come true in the future ;)
sé que es como un juego de roll, pero no se entiende bien cómo jugar. Me meto y me dice que ponga unos dados y no se entiende
Voy a intentar hacer un resumen rápido:
Al comenzar el juego, tienes un mazo de 9 dados del que irás robando a tu mano (los 5 dados en la parte inferior de la pantalla). Los dados de tu mano pueden colocarse en el tablero de arriba, cuando un dado se coloca en el tablero su efecto se aplicará al final del turno (al apretar el botón de "Finish"). El efecto de cada dado depende de su color, hay 3 tipos de dados básicos:
Rojo, para atacar enemigos.
Azul, para ponerte escudo y bloquear daño.
Verde, para curarte.
El número del dado indica el valor, por ejemplo si un dado rojo tiene un 3 en su cara, hará 3 de daño al enemigo. Sin embargo, hay un color de dado más:
Morado, que suma su valor a los dados objetivo. Si el dado morado tiene un 2 en su cara, sumará 2 de valor a todos los dados que estén a 2 casillas de él.
Espero que esta breve explicación te sirva para empezar a jugar, el juego definitivamente necesita un tutorial (simple), pero estamos dando prioridad a añadir contenido nuevo ahora mismo. ¡Qué disfrutes jugando! :)
Muchas gracias
New PB.
17 minutes 17 seconds!
And I saw a glimpse of a witch (?) before the end screen. I wonder if you have to beat the game faster than 15 minutes to fight it?
Love this game! haha
I think I found a glitch...
I don't know what I did the activate it but there's a green circle like the healing one and it stayed there
other than that 10/10 game
my record is floor 14
Can we move the skip reward from the first screen to the second? I'd like to skip new dice sometimes
My fastest win yet! 22:10. I ended with:
Also, it would be nice if the win screen showed the deck you finished with.
This game is really fun! There's a lot to expand on if the devs choose, and the premise is very simple to understand. Altho it's very hard! And I personally wasn't fond of the music.
No matter what I'm excited to see how this is expanded in the future!
Yo honestly, this game is fun. Whenever I clock into work I just play this all day but this shit is so poorly balanced it ridiculous. Between the constant wars of attrition between the fucking moth who can self heal up to max HP several times throughout the fight, with no way to combat that other than praying he decides to attack or you roll high enough, the shitty beetle who not only shields himself but his team multiple times with the same issue, to the final boss being all around unbeatable without the correct RNG, it is a mess. I get it, its a game and not a big deal but frankly this is just busted. I had the luck to get 5 gold level healing items (One of which is the one that isn't a crystal and can be reused), 5 Heavy gold attack options, 3 gold heavy pink dice and I still fucking lost because the boss maximum DPS is too fucking high, health too fucking high, and the motherfucker is constantly healing or shielding, or attacking for fucking 12 of my HP per turn. I had 29 health and still lost because the devs decided the final boss should be able to shield himself and heal himself without restriction. I want to like this game a lot more than I do, clearly a lot care was taken in terms of the design, mechanics, art and programming but its busted. I do not mind that it is hard, I enjoy a difficult game but the RNG is too high to get a decent run. I have had runs end on floor fucking 4 because I get shit items, each round I am given no option to upgrade health or dice, each new dice I could pick was all shit, and a goddamn moth kept out healing my max DPS of fucking 8 and when I start with a shitty healing dice that has the potential of only giving my back 1 HP of course I am nothing but fucked. "It's a roguelite" I get that but its like when you play the binding of Issac and each item at the start is absolute dog water and you die 1 million times but at least in that game there is an element of control, I can get better at the game and overcome through dodging or learning what item is better than another, there is no adaption with this game, just fucking luck. I have been playing this game since December (so clearly on some level I like getting my shit kicked in) and have yet to beat the game one goddamn time because each enemy is poorly designed from a gameplay perspective. In conclusion, I hope when this game gets patched again we can get the correct balance between challenge and fairness because I like this game, it's cool or whatever, but if I lose one more goddamn time to a fucking to a fly getting carried by a moth and I have nothing but shitty RNG the entire time I am going to lose my mind.
I will try again later I guess.
Addendum: I won the next day after making this comment.
Personally, I like to cut my deck down to as few dice as possible and upgrade them to gold (1 heal, 2 attack, 2 block and 1 boost or mirror). This way the dice you are given are consistent (in fact, you get the same 5 dice every turn after you use the heal).
Thank you, I will take this inconsideration the next time I play. I believe having less dice is what led to me actually winning.