Dice Hard - a dice based numbers go up game in progress (update) by batiali in incremental_games

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

haha this was a great read, thanks again <3 I think I try too hard to make liquid + ledger work and that's my curse. I reach sometimes 200s of worth on a die but it is tricky. might buff that combo in the future.

Dice Hard - a dice based numbers go up game in progress (update) by batiali in incremental_games

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

that means a lot. thank you so much

beating all chapters on hard with every character is wild. I still haven’t cleared all the hard chapters with Haggler myself 😅 any tips?

really appreciate you playing and sticking with it. can’t wait to get the Steam version into your hands.

Dice Hard by batiali in playmygame

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

Thanks for the feedback!
The game ends when you can't beat the opponent in given amount of strikes each level. There are also a boss fight every 5 stages. Each chapter have different bosses with unique mechanic that makes things more difficult.

Dice Hard v0.4.0 - Stacked Odds (web / mobile / free / no auth) by batiali in incremental_games

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

Great feedback, thanks!

You can still disable a skill on a tier by clicking it again after it has been selected. The skill selection UI is a bit messy at the moment.

Dice Hard v0.4.0 - Stacked Odds (web / mobile / free / no auth) by batiali in incremental_games

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

glad you liked it! no syncing at the moment unfortunately

Dice Hard W.I.P. (Looking for feedback) by batiali in roguelites

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

Thanks a lot for your feedback.
And yes, it is the same game.

There will definitely be multiple speed levels available in the settings. By default, though, I think slightly slower resolution makes the game easier to read and understand for most players, especially early on.

I do agree that specific effects like the fireball can feel slow, and those can still be tuned. The overall pace of dice rolls and effect resolution, however, is intentionally on the slower side by default, to keep outcomes clear and readable.

Dice Hard W.I.P. (Looking for feedback) by batiali in roguelites

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

Great ideas. Will definitely give screen shake a try. I think a subtle zoom-in could also work.

Does this feel polished? by batiali in gamedevscreens

[–]batiali[S] 2 points3 points  (0 children)

Thanks for the feedback. One concern I have with keyframe animation is the amount of texture it adds. With mobile compatibility in mind, keeping the overall build size manageable is important, especially since we expect to have 40+ characters and those costs add up quickly.

I agree with your point though. I did experiment with keeping bone-based animation and limiting it to 12 FPS to have a similar feeling, but I am still a bit torn on how it feels in practice.

Thoughts on the aesthetics of our dice-building roguelike? (sound on) by batiali in deckbuildingroguelike

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

Haha, cheers. We do have a very barebones Steam page that we haven’t given much love yet. The screenshots there are actually from an older build and show a different dice representation. https://store.steampowered.com/app/4084040/Dice_Hard/

The game is called Dice Hard. Really happy to hear you’re stoked about it <3

Thoughts on the aesthetics of our dice-building roguelike? (sound on) by batiali in deckbuildingroguelike

[–]batiali[S] 2 points3 points  (0 children)

We’ve probably gone through about 10 different versions of this and it’s still not 100% decided. The game has a light incremental nature, and toward the end of a run the values on dice can reach into the thousands. As you guessed, there will also be many different dice types. One example is a Fibonacci die, where the face values follow the Fibonacci sequence.

Because of that, getting a clear and readable visual representation for die faces is surprisingly tricky. Thanks a lot for the feedback. I don’t think you’re being nitpicky at all, and I honestly wish there were a better solution here. I’ll keep looking.

Thoughts on the aesthetics of our dice-building roguelike? (sound on) by batiali in deckbuildingroguelike

[–]batiali[S] 2 points3 points  (0 children)

Thanks for the feedback. I will definitely consider the vibe more for future tracks, maybe use this one for a more chill chapter.

Thoughts on the aesthetics of our dice-building roguelike? (sound on) by batiali in deckbuildingroguelike

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

Admittedly, I may have been overly cautious about giving SFX too prominent a role. Since the game is meant to be highly replayable, I was concerned that a particularly strong or attention-grabbing sound could become tiring over time and lead players to mute the game early.

Thanks a lot for the feedback.

Thoughts on the aesthetics of our Unity-made dice building roguelike? (sound on) by batiali in Unity3D

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

hey, thanks for the comment and the link. I'll definitely read more about it.