Don't forget to rate this entry!

Dicemancer is strategy deck-builder were you play as a hero with memory loss trying to save the realm. There are 15 levels, 3 bosses, 10+ enemies and 27 different dice classes to play around. Have fun!

This game was made for the Godot Wild Jam #77. The theme of the jam was Metamorphosis and I used the wild card Natural 20. It was heavily inspired by Dice&Slice. Go check it out, it's amazing.

Important: the browser version has big lag spikes (and for some odd reason the reroll button is slightly bigger than it should). I recommend the executables for a smoother experience.

         Credits         

Art
Jorel (me!). Fun fact, the art was also (technically) made with Godot:
https://orama-interactive.itch.io/pixelorama

Fonts
https://caffinate.itch.io/abaddon

Music
https://tallbeard.itch.io/

Sound Effects
https://kenney.nl/
https://filmcow.itch.io/
https://kronbits.itch.io/freesfx

https://coffeevalenbat.itch.io/sweet-sounds-sfx-pack

Published 18 hours ago
StatusReleased
PlatformsHTML5, Windows, macOS, Linux
AuthorJorel
GenreStrategy
Made withGodot
TagsDeck Building, Roguelike

Download

Download NowName your own price

Click download now to get access to the following files:

dicemancer_windows.exe 85 MB
dicemancer_linux.x86_64 68 MB
dicemancer_mac.zip 53 MB

Comments

Log in with itch.io to leave a comment.

(+1)

Really great game.

Thanks!

(+1)

This is really polished!! I had fun.

Glad to hear it :)

(+1)

This is as INCREDIBLE jam entry - what an amazing concept and execution. The mechanics go so much deeper than I'd have expected, with classes evolving twice in various combinations and so many status effects and attacks. Everything works very smoothly, and the feedback on every button and menu is just incredibly polished and feels so good.

The rogue-lite take on this works really well, I got really excited to do my upgrade combos and get new dice added. Every upgrade feels like it makes a genuine difference and I feel like I could make decisions and play specific build if I played again, and it's great to have that level of player strategizing.

I really hope you keep working on this, so I'll leave what feedback I have, though none of it detracts from the game to a degree that would make it any less than a winning contender for sure.

I'm sure a lot of this might be on your list to fix already if given a chance.

- There should be a way for dice to not land in the same position, as when they overlap they're hard to read and click.

- with the later classes, the dice are so dark that it becomes harder to see when they are already used up, or if they have an action I can take. I'd like a bit more readability on those, because it got a little frustrating to click around a bit aimlessly. I know there's icons for it too but the easier to read it at a glance, the better I think. Maybe you can highlight them in another way to clarify what is and isn't available to be activated.

- Because the mechanics ultimately repeat quite a bit, I think I'd like a way to skip through some of the steps a little bit quicker. For example, I'd like to skip to the next turn without being asked if I'm sure all the time. I'm also not sure that I love having to drag every self-applying effect onto my character when that's the only target for it (like heals, blocks). Maybe just activating them with a click could apply the effect, just to make it feel a bit quicker and smoother.

- I missed at first that the dice could be combined into new classes - I do think the tutorial explains this but I didn't quite get it, I wonder if there's a way to demonstrate this more clearly. I was very pleasantly surprised when I figured it out though.

- My game did _nearly_ crash a few times, I think this happened everytime a particle effect was loaded in, like the poison or fire. The screen froze for a while, and unfortuantely quite early on, so some people might click away at that point. I have this problem in my own games, and, just in case it's any help, I've recently learnt that it's worth having a resource that loads all the one-shot particle effects at game start, creates each of them once, and destroys them on finish, so that they're all fully initialized and don't have to load up when they're summoned in game. That might fix it!

Best of luck in the rating, wonderful entry.

Hey! I'll take some time to write a proper reply, but you can toggle off tutorials and those confirmation menus in the options.

(+1)

Oh, great to know, amazing inclusion! :D It was only a slight bother in the end!

Hey, thanks for the detailed feedback!

Color coding the classes was very difficult (because I kept running out of colors from my usual palette), but I'll be sure to brighten up the darker ones.

For the dice overlapping, you can toggle "sort dice after rolling" in the options.

Thanks for the tip about the particle effects too. I'll add that later to improve web performance.

Oh amazing, you thought of everything! :D You know what you're doing obviously, I should have checked out your other games before, I was a big fan of your entry to the last wild jam too!

Thanks! If you have the time, my darling is my first ever game Hotdogday. It's not as flashy and polished as the other ones, but I put a lot of myself into it

Seemed neat, but the game crashed when poisoning an enemy

Probably a browser issue, unfortunately. You can try one of the executables if you want to give it a 2nd go. If it crashes again, let me know

Seems you were right.  Beat the game after downloading; it was quite fun.

Great! Thanks for giving it a 2nd try :)

(+1)

Really interesting concept!