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!

5 thoughts on “Dicey Dungeons 0.5”
  1. 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? 😉

  2. 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)

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