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A jam submission

Dicey DungeonView game page

Conquer your fears in this roguelike where you choose how to make each level harder.
Submitted by TheShaggyDev (@theshaggydev) — 19 minutes, 26 seconds before the deadline
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Dicey Dungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#113.8003.800
Overall#153.7253.725
Use of the Limitation#183.7003.700
Concept#203.7003.700
Presentation#283.7003.700

Ranked from 20 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
Just me

Software used
Godot, Reaper, Aseprite

Use of the limitation
Dice rolls for attacks and gold and the ability to purchase additional dice

Cookies eaten
A few for once!

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Comments

Submitted(+1)

Very fulfilling game - had an actual ending, important choices with the fears and stuff, and some interesting ways in which buying the die affected the game. It felt great when I thought I died but you just lost a die, very pleasing surprise to not restart everything.

Submitted(+1)

Fantastic game - felt very well balanced, with a perfect level of challenge - I made it to the end of the final floor on virtually no health whilst being chased by a couple of enemies, which was incredibly tense. Choosing how to make the level harder was great, and using gold to purchase more dice felt both very much in keeping with the theme and very natural within the context of the game. Thoroughly enjoyed this!

Submitted(+1)

Nice rouge-like game! The lighting effect is also a nice touch! Good job! Keep it up

Submitted(+1)

A really fun game!

Submitted(+1)

I loved playing this. It just feels right.

Submitted(+1)

I felt like a god by the end, poking baddies to their death. I love the punishment system after each level, really creative imo

Submitted(+1)

It reminded me of Pokemon mystery dungeon!

Submitted(+1)

Enjoyable game and I liked the concept of what you can choose to progress with.  If you added some type of map that marked when you find the floor down, it would help further.  That title screen animation was crisp. :)

Developer(+1)

Thank you! I cheated and used a particle system and a single light to create the animation rather than do it by hand :D

Submitted(+2)

lol cheated? more like you were efficient. hehe

Submitted(+1)

This is amazingly polished and a really enjoyable roguelike. +1 for not including a wait button. Nice job!

Submitted(+1)

Nice game!

Submitted(+1)

I had a lot of fun with this game! The art, music, and sound effects worked really well and felt fitting. The dice worked very well overall as a mechanic, and I also like how losing all your health causes you to lose a die. It's pretty cool way to allow for additional "lives," but when you lose your health you still lose something that's consequential. Great work!

Developer(+1)

Thank you! Expending a die to continue was a bit of a last minute decision so I'm glad it worked out well. The other side effect of it being a last minute decision that I discovered after releasing was that you actually can't properly lose, since the game will always leave you with at least one die instead of ending the game when you run out. Oops...

Submitted(+1)

I really enjoyed this game. The dice mechanic was smart and the journey down and down with the debuffs was challenging. Made it all the way down! I think with some refinement and polish this could be a nice release on it's own.

Submitted(+1)

I quite like the art style adopted for this, I wouldn't mind seeing a more featureful roguelike with the same style. I mean basically the only thing I would wish is that there were more content, but for obvious reasons that's kind of ridiculous to ask for haha.

(+1)

Nice Map Genereator, do you have some insights on how you did it?

Developer(+4)

Thanks! First time doing a procedurally generated dungeon so I'm glad you liked it.

I used BSP generation to subdivide the map and place rooms. Then for the hallways, I used AStar pathfinding with weighted tiles to connect random rooms together. Each cell on the grid had an initial high cost of traversal (making the shortest route the best candidate at first), but each time a cell was used in a path, its cost would decrease, thus making it a better candidate for future hallways even if it wasn't the shortest path. By the time all the rooms are connected, you end up with a few main corridors towards the center of the map and some smaller ones on the edges.

Plenty of room to tweak this method, but I was pretty happy with the dungeons it made. Hope that explained everything well enough!

(+1)

Thx yeah great explanation! Especially the part about the weigted stuff which results in main corridors and side paths

(+1)

We had a similiar idea, dungeon generator worked but we were not ablo to finish within time 😅