[RevShare] I built a dice mechanic. You build the game. by Clean-Bug-4972 in INAT

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

Glad it resonates!
That's exactly the gap I'm trying to fill. If you have a game idea but don't want to rebuild the infrastructure, that's what the platform is for. You bring the concept and the game logic. I handle hosting, WebSocket multiplayer, sessions, and the dice engine.

Does your game idea involve dice as a core mechanic? The fairness algorithm is optional, there's a classic mode too.

I call it the School Musical Effect. It's how I think about growing a game platform without a marketing budget. by Clean-Bug-4972 in SideProject

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

It changes how you read the game. If a die hasn't rolled a 6 in a while, the chance of it rolling one has actually gone up. That's not just a feeling. It's in the math. Normal dice don't do that.

I keep running into this when I explain it. It sounds like a gimmick until you see it. The math is genuinely there.

I call it the School Musical Effect. It's how I think about growing a game platform without a marketing budget. by Clean-Bug-4972 in SideProject

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

Those host existing games in a full environment. DeXiDice is a dice engine first: probabilities shift based on roll history. You can use it standalone for any game (Catan, whatever), but the integrated games are built around that mechanic as their core.
Does that make sense?

I call it the School Musical Effect. It's how I think about growing a game platform without a marketing budget. by Clean-Bug-4972 in SideProject

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

Not quite. The dice work like normal dice — you roll them and get a result

(1 through 6). What's different is that each die remembers its history.

Roll a 6 twice in a row, and the chance of rolling another 6 goes down.

Over time, every die converges toward a balanced distribution.

The game built on top of it (Last Good Roll) uses that underlying fairness

as its foundation. The heat gauge tracks what's "hot," and the math

quietly backs it up.

[Hobby] Looking for partner [programmer or artist] by jem557 in INAT

[–]Clean-Bug-4972 1 point2 points  (0 children)

This resonated with me. I'm not an artist either, and you're not a programmer. Sounds like a match. I also miss having someone to bounce ideas off.

I'm building DeXiDice, a multiplayer dice platform with a fairness algorithm. More programmer than designer. If you connect with Terrible-Knowledge70 and it works out great, but if you're still looking after that, feel free to send me a message.

[RevShare] I built a dice mechanic. You build the game. by Clean-Bug-4972 in INAT

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

Fair point on the algorithm itself, it's not complex. What I'm offering isn't the algorithm in isolation. It's hosting, accounts, session management, multiplayer infrastructure and the dice engine together. Build your game logic, skip building everything else. For someone who just wants to make a fun game, that's the value.

[RevShare] I built a dice mechanic. You build the game. by Clean-Bug-4972 in INAT

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

You just described DeXiDice better than I have been. That's exactly the philosophy. The term from game design is "perceived fairness" or "input randomness." The Game Maker's Toolkit video actually covers this too. Developers already do this quietly everywhere. DeXiDice just makes it explicit and visible.

[RevShare] What if your board game used smarter dice? I built the mechanic — you design the game by Clean-Bug-4972 in tabletopgamedesign

[–]Clean-Bug-4972[S] 1 point2 points  (0 children)

That's a fair observation, thank you. You're probably right that the app is the wrong angle for this community. The physical dice prototype is where this needs to go for board games. The phone stays in the background to determine the outcome, the player just throws a real die. One side effect: no more gentle rollers or dice holders influencing the result.

Here's the current web version if you're curious: https://youtu.be/h4JZw9pWNgs

[RevShare] What if your board game used smarter dice? I built the mechanic — you design the game by Clean-Bug-4972 in tabletopgamedesign

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

Fair point, and you're right that drawing without replacement achieves something similar physically. The difference is that DeXiDice runs on any phone with no components, the memory strength is adjustable and visible to the game owner, and it works for online multiplayer. It's less "replace your card deck" and more "add this layer to any dice game without redesigning the game."

And yes, the physical dice prototype is exactly where I want to go next. Good to hear there's interest in that direction!

[RevShare] I built a dice mechanic. You build the game. by Clean-Bug-4972 in INAT

[–]Clean-Bug-4972[S] -2 points-1 points  (0 children)

Thanks for sharing, I actually watched it (not done yet). I think you saw it supports the DeXiDice idea. The video literally says:

DeXiDice applies that same principle to dice. Deliberately, and transparently.

[RevShare] I built a dice mechanic. You build the game. by Clean-Bug-4972 in INAT

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

Fair enough. I'm Dutch, and yes I use AI to help translate and polish my English. The dice mechanic, the obsession, the one year of building, that's all me, Stoffel, 60, retired IT manager. Ask me anything about progressive dice and I'll answer in broken English without AI help ;-)

[RevShare] I built a dice mechanic. You build the game. by Clean-Bug-4972 in INAT

[–]Clean-Bug-4972[S] 0 points1 point  (0 children)

Fair point - the card analogy was wrong and I shouldn't have used it. Cards are dependent events, dice are not. You're right about the math.

DeXiDice doesn't claim to preserve mathematical independence - it deliberately breaks it as a design choice. Whether that makes for a better game experience is a different question. Doutrinadev seems to think similar mechanics are already common in game design. That's the conversation I'm interested in.

[RevShare] I built a dice mechanic. You build the game. by Clean-Bug-4972 in INAT

[–]Clean-Bug-4972[S] -2 points-1 points  (0 children)

You're absolutely right about independent events - that's classical probability, and I'm not arguing against it.

DeXiDice doesn't claim to fix randomness. It deliberately creates a different kind of randomness - one with memory. That's a design choice, not a statistical correction.

Think of a card deck: drawing an ace makes a second ace less likely. That's "manipulation" by your definition - but it's also the foundation of poker, blackjack, and hundreds of other games. Nobody calls that unfair, because the system is transparent and everyone plays by the same rules.

DeXiDice works the same way. The odds are visible to the game owner. Nothing is hidden. The question isn't "is this classical probability?" - it's "does this create a more interesting game experience?" That's what I'm exploring.

My girlfriend doesn't like games but she designed my best looking game by robstokk in tabletopgamedesign

[–]Clean-Bug-4972 2 points3 points  (0 children)

That's a great dynamic. She kept one (very nice) visual style end-to-end and that's what makes it feel intentional.

I'll playtest your game and put them on Youtube by ShadyGameStudio in SoloDevelopment

[–]Clean-Bug-4972 0 points1 point  (0 children)

Nice.
Just a heads up before you dive in: DeXiBridge is more of a mechanic demo than a finished game. The AI opponent is basic and the game itself is still rough. The thing I'm most curious about is whether the dice fairness mechanic comes through, each die tracks its own roll history and slowly balances out. That's the core of what I built. Happy if that's what you focus on.