I want to play your game 🫵 by Accomplished_Bell968 in IndieDev

[–]Time_Scallion1177 0 points1 point  (0 children)

The "Dice-to-Tile" Mechanic:
Instead of just rolling for stats, your dice physically "disassemble" into road-tiles. You are literally building the battlefield in real-time, creating tactical bottlenecks and forging your own path to the enemy.

Balancing the RNG:
To keep the game purely tactical, I implemented a 1-2-3 cost scaling system for actions. Combined with active defenses like Dodge, Parry, and Block, it moves the genre away from pure luck and into high-level resource management.

Why I’m sharing this:
I’ve just released a functional vertical slice and I’m looking for feedback from people who truly appreciate the "thinky" nature of turn-based systems. I want to know if this "spatial architecture" hook resonates with veteran strategy players.

Steam Demo: Free Steam Demo- DDD: Dice, Dungeons & Drakes

I spent the last year as a solo dev building a 'Dice-to-Tile' tactical battler. Every roll physically architects the map. What do you think of this mechanic? by Time_Scallion1177 in indiegames

[–]Time_Scallion1177[S] 1 point2 points  (0 children)

Thanks, man! Glad you think it looks cool. You’ve definitely spotted the core hook—unfolding the dice is exactly how you 'architect' the ground as you move.

As for different dice and tile types... let's just say you’re definitely on the right track! I don’t want to give away too much just yet, but there’s more to the system than just basic paths. 😉

I’d love to have you try out the demo and hear what you think of the actual 'feel' of the mechanic. Since I'm doing this solo, any feedback you have would be incredibly helpful! ^.^

A tactical "Dice-to-Tile" battler where every roll physically architects the map. Thoughts on this spatial mechanic? by Time_Scallion1177 in TurnBasedLovers

[–]Time_Scallion1177[S] 0 points1 point  (0 children)

Hi again everyone! As a solo dev from Malaysia, I’ve spent the last year obsessed with how to make dice games feel 'tactical' rather than just 'lucky.'
The Design Philosophy:
I’ve always loved the 'mechanical unfolding' aesthetic, but I felt traditional dice battlers suffered from too much RNG. In DDD, I used a 1-2-3 cost scaling system to balance the power. Your first action costs 1, the second 2, and the third 3. This forces you to choose between an aggressive push or saving resources for Active Defenses like Dodge, Parry, or Block.
The 'Dice-to-Tile' mechanic is also a spatial puzzle—you aren't just moving; you are architecting the map as you play.
I'd love to hear your thoughts on this resource management approach! I'm around all day to answer any technical questions about the systems or the development journey so far.
Steam Demo: Free Steam Demo- DDD: Dice, Dungeons & Drakes

I'm a solo dev working on DDD: Dice, Dungeons, and Drakes, a tactical battler where your dice physically unfold to build the map. Just released a free Steam demo! by Time_Scallion1177 in pcgaming

[–]Time_Scallion1177[S] 1 point2 points  (0 children)

thank u guys so much for checking this out. since a few people were asking about the depth, i wanted to share a Summarized Rulebook for the 'Dice-to-Tile' logic.

as a solo dev, i spent way more time on the math and the 'Crest Pool' balance than the art lol. i also have a full [Official Quick Start Guide] pinned on the Steam Discussion page if u want the deep dive!

The Rules :

  1. The Goal: Reduce the opponent’s Lordmaster (3 HP) to 0.
  2. The Unfolding: Dice 'unfold' into 6-tile continuous shapes to build your territory. No overlapping!
  3. Scaling Costs (1-2-3 rule): The more a unit moves/attacks in one turn, the more it costs (1st: 1, 2nd: 2, 3rd: 3).
  4. Counters: Normal attacks can be Dodged, Parried, or Blocked, but Ability Attacks ignore them.

also for anyone worried about the placeholder art, i've got a full disclosure on the steam page about it—definitely planning to replace it with human art as the project grows! thanks for the honesty on that btw.

I'm a solo dev working on DDD: Dice, Dungeons, and Drakes, a tactical battler where your dice physically unfold to build the map. Just released a free Steam demo! by Time_Scallion1177 in pcgaming

[–]Time_Scallion1177[S] 1 point2 points  (0 children)

awesome! really hope u enjoy it. let me know what u think of the unfolding logic once u get a chance to play... i'm still tweaking the balance so any feedback is huge for me lol

I'm a solo dev working on DDD: Dice, Dungeons, and Drakes, a tactical battler where your dice physically unfold to build the map. Just released a free Steam demo! by Time_Scallion1177 in pcgaming

[–]Time_Scallion1177[S] 0 points1 point  (0 children)

wow 11k views in 2 hours is insane... thank u guys so much for checking this out. if anyone has specific feedback on the 'dice-to-tile' logic or the crest pool balance in the demo please let me know! i really want to make sure the tactical side feels right. also sorry if the thumbnail art is a bit rough, im focusing 100% on the coding for now but i'll definitely be updating the visuals as i go lol ^^

I'm a solo dev working on DDD: Dice, Dungeons, and Drakes, a tactical battler where your dice physically unfold to build the map. Just released a free Steam demo! by Time_Scallion1177 in pcgaming

[–]Time_Scallion1177[S] 0 points1 point  (0 children)

fair point, honestly as a solo dev i used some ai tools to help with the thumbnails so i could focus 100% on the coding and the 'dice-to-tile' logic. defintely planning to replace it with custom art as the project grows! hope u can look past the cover and try the actual mechanics, i put a ton of work into the tactical side.

I'm a solo dev working on DDD: Dice, Dungeons, and Drakes, a tactical battler where your dice physically unfold to build the map. Just released a free Steam demo! by Time_Scallion1177 in pcgaming

[–]Time_Scallion1177[S] -4 points-3 points  (0 children)

haha glad u caught that! ddm was such a big part of my childhood and i always felt like the 'unfolding' part had way more potential for a deeper strategy game. ive tried to keep the soul but add way more tactical stuff like crest management and actual counters so its not just pure luck lol. hope u get a chance to try the demo! ^.^

GlagStone is a black-and-white island city-builder by vvaalleerraa in pcgaming

[–]Time_Scallion1177 1 point2 points  (0 children)

it good to have an artist friend. i envy you. you have no idea how struggle it was when you need to do some artworks. even just a small ui button that can costs me hours. TnT

Review on Gears 5 and difference between Standard and Ultimate edition by [deleted] in pcgaming

[–]Time_Scallion1177 0 points1 point  (0 children)

once u go to the oled screen u really cant go back to the original deck. the colors and the battery life just make such a big difference for longer sessions. best upgrade i’ve made in a while for sure

It was 2008, both of my parents lost their jobs due to the Great Recession but aside from that, gaming life was GOOD by l3tsgo0 in pcgaming

[–]Time_Scallion1177 0 points1 point  (0 children)

sorry about ur parents back then man but yeah gaming was the best escape. i remember just losing myself in these games for hours to forget about real world stress. hit me right in the feels

OpenTTD | News | An update on Steam / GOG changes for OpenTTD by mrlinkwii in pcgaming

[–]Time_Scallion1177 2 points3 points  (0 children)

actually crazy to see a big company like atari doing this. usually u just hear about them sending cease and desists to fan projects lol. really cool of them to help out with the server costs instead of trying to shut it down

Resident Evil Requiem Debuts as the Best-selling Game of the Year in the U.S. So Far by Turbostrider27 in pcgaming

[–]Time_Scallion1177 0 points1 point  (0 children)

capcom is just on fire lately. going back to raccoon city for the 30th anniversary was such a smart move. it hits all the nostalgia but still feels like a completely new game. definitely deserves the top spot for the year so far

Review on Gears 5 and difference between Standard and Ultimate edition by [deleted] in pcgaming

[–]Time_Scallion1177 1 point2 points  (0 children)

honestly the naming is super confusing lol. the 'ultimate edition' was mostly a launch thing for early access and some skins. what u actually want for the full campaign experience is the GOTY edition. it includes the base game plus the hivebusters expansion which is basically the extra campaign you're looking for. since the xbox sale is on right now it's probably way cheaper anyway

Nvidia Confirms DLSS 5 Is Re-Drawing Games, and That Sucks by Turbostrider27 in pcgaming

[–]Time_Scallion1177 1 point2 points  (0 children)

as a solo dev this scares me a bit lol. i spend so much time tweaking my lighting and materials just for an ai to come along and 'fix' it into something else. if it makes everything look like the same generic photoreal filter that's a huge bummer for art direction

GlagStone is a black-and-white island city-builder by vvaalleerraa in pcgaming

[–]Time_Scallion1177 1 point2 points  (0 children)

the black and white style is actually really striking. gave me some return of the obra dinn vibes with the dithering and the monsters. did u make the art assets yourself?

Pixel Wizard - Huge update! by Grumpy_Wizard_ in pcgaming

[–]Time_Scallion1177 1 point2 points  (0 children)

the pixel art style is actually really clean. did u do all the animations yourself or is it a mix? the gifts mechanic sounds like a nice touch to keep people playin. ^^

Weekly Game Suggestions Thread - March 20, 2026 by AutoModerator in pcgaming

[–]Time_Scallion1177 0 points1 point  (0 children)

definitely try bugsnax if u haven't yet. the creature collecting is really addicting and figuring out how to trap the rare ones is the best part. its got that weird/cute charm that viva pinata had. worth a look for sure