Hello Heroes! I'm having a hard time finding a intro, it's 5th day of release, so its day 5 update. Cheers :) Thank you for sharing your thoughts on the previous post about selecting which boss you will fight. We think getting a random boss is not a good experience if you can't strategize for it. With you reaction and discussing internally we are thinking about choosing a boss randomly and showing it in the 8th turn. This way during the run you will be able to strategize your build to face this particular boss. What do you think about this idea? Let us know in the comments, if this gets a good reception we will implement it.
Balance of the Game
The latest changes showed up in the data and aligned with our target dungeon beat rates. Still the Easy mode rates are not where we want. So we made the curve for easy difficulty mode a bit easier. Some players also gave us an idea about making boss attack values lower in easy mode. We also did that as we see in the data for easy mode players lose on the boss. Elite Monster encounter percentages changed; - Common hero: 5% -> 3% (except Jack is 0%) - Rare hero: 10% -> 7% - Epic hero: 15% -> 12% - Legendary Hero: Stays at 25% (Elite monsters are the versions of normal monsters which has increased attack damage and higher total slots) This change will make the general difficulty curve smoother till legendary heroes. Data shows the epic/legendary hero beat rate is similar, so we left legendary heroes as is. Additionally; - Ronin's Headband now gives you 10 gold but also gives you the +1 dice rolls during the companion selection stage. - Keeping current companions will heal them by 5 in the companion selection stage.
Bug Fixes
Here is some bugs we fixed; - Limit max shield amount to 119 - Refactor item effect for Twinblade - Check if the last dropped trinket is included in trinkets dropped this run, recursively - Disable undo button when DM is folded - Disable damage slot of silenced enemies - Also reroll items on shop stage also when clicked on "Reroll" text - Revise reroll button text height - Undo on-fold damage for Snake - Fix: sometimes gold coins won't show up in item stage (Revise "additional gold fall" angle) - Fix: earrings of fate and archeologist effects
Other Changes
Music: Added a new track and its intensive versions that change with higher stages. Clearing confusions for trinket drops; - if you beat the boss with a rare trinket, if any rare trinket is not available to drop, you will drop another trinket of a lower rarity (if it exists) previously you only dropped trinkets that are the same rarity as your hero. - if there are no possible trinket drops, we will have a note in the trinket drop section of the victory screen, saying there is no more rare or less rare trinket to drop.
Thank you & Come to Discord
Some of you went bananas! 433 players completed the game with Savant, which you need to complete all heroes to unlock Savant. That means they finished the game. That's crazy. Come to Discord, and share a screenshot of your currently completed heroes. If you completed all, we will give you a special rank <3
[ 2024-06-28 18:14:55 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
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Mechanics
The core mechanic of the game revolves around dice rolling. Players engage in combat by rolling a dice, with the outcome directly influencing the strength of their attacks. The higher the roll, the more damage inflicted on the enemies. Strategic depth is introduced through the need to carefully select which enemy to attack first, requiring players to drag and drop the dice onto the appropriate enemy card's dice slot.Each turn is a test of tactical acumen. Players must strategize the best use of their dice rolls to maximize damage and control the battlefield, while also anticipating the counterattacks from monster cards at the end of each turn. The game offers a compelling risk-reward system, challenging players to balance aggressive tactics against the need for self-preservation.
Adding to the complexity, the game features five distinct classes, each with unique abilities and playstyles. This diversity allows for varied approaches to dungeon exploration and combat, encouraging replayability and experimentation.
Roguelike & Deckbuilding Gameplay
With the generative dungeon system, reminiscent of the branching pathways in "Slay the Spire." This element of choice ensures that each journey through the dungeons is a unique experience, filled with unexpected challenges and rewards. As the player you will choose the enemy and upgrade cards you want to keep in your next turn.Between dungeons, players have the opportunity to choose upgrades, similar to the mechanics in "Vampire Survivors." These upgrades range from enhancing dice rolls and bolstering class abilities to gaining new upgradeable cards that can turn the tide in challenging encounters.
If a player is defeated, the game doesn’t end in frustration. Instead, players are rewarded with meta upgrades and currencies that can be used to strengthen their character for subsequent runs. This progressive system ensures a continual sense of advancement and achievement, even in defeat.
Strategy & Chance Together
With its blend of strategy, chance, and RPG elements, "Dice & Fold" offers an engaging and ever-evolving gameplay experience that appeals to both fans of dungeon crawlers and players who enjoy the unpredictability of dice-based games. Its unique combination of mechanics, and expansive upgrade system, offers a lot of replayability and fun!- OS: Ubuntu 12.04. SteamOS
- Processor: 1.7 GHz ProcessorMemory: 300 MB RAM
- Memory: 300 MB RAM
- Graphics: NVIDIA GeForce 8 or higher. ATI X1600 or higher. or Intel HD 3000 or higher
- Storage: 300 MB available space
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