
And here’s v0.5!
This build finally brings graphics to the game, which is super overdue.
If you’re new to this, here’s what’s going on: Dicey Dungeons is a game I started making for this year’s 7 day roguelike. It’s now a month and a half on, I’m still working on it, and it’s going very well! The game’s basically a roguelike inspired by Dream Quest and games like that – only it’s designed around dice instead of cards. You explore a dungeon, you find equipment, and you use dice on that equipment to activate it. I think it’s already pretty fun, and it’s getting better with every update!
Read about the update (and play the new build) over at diceydungeons.com!
This version is already better than 99% of the 99-cent app store games!
Oh man, this is one awesome-looking update! I can’t wait to jump into this one! I am a bit saddened by the loss of required confirmations, effectively meaning the loss of the ability to play more strategically with the warrior by “keeping” dice before re-rolls. While I admit this is a bit of a disappointing development, I’m very interested to see if the concept of “keeping” dice will return in future equipment/class abilities.
Until then, I guess I’ll just have to “git gud” with this new play-style, eh? 😉
Hoping to do a little work on the Warrior for v0.6, so hopefully I’ll have a good solution for rerolling by then!
Played this at our IGS event last saturday and everybody loved it. Please finish this.
Fun game. Slight bug: Stole pentagram twice – > 6dice per turn -> zapped enemy to 1hp -> killed enemy -> had 0 dice for following battles (fleeing didn’t reset it)