We're deploying a new update of the demo, just for the end of the year!
In it, we're making mostly quality of life:
- After testing with more casual audience, we realized that many people missed the levers. We added a white outline around it to make it easier to spot.
- We also made some enhancement to the minimap. Locked and Unlocked Doors are showing, and when something is activated, the ping last longer:
- Locked Doors are now visually different as well:
- As the full game content is finished, we can finally think of polishing more stuff, starting with dice look.
We're also bugfixing the game, but if something is not right, please send us a message!
It's the end of the year, so I wish you happy festivities!
[ 2024-12-15 11:59:47 CET ] [ Original post ]
I completely missed this announcement, but Dice'n Goblins was nominated during the TGAGWCAGA. It's a fun event for indies who can't throw money at big events. You can find the video recording of the event below (will you be able to find Dice'n Goblins amongst all those indie titles ?) [previewyoutube=prrLRWxntgg;full][/previewyoutube]
[ 2024-12-15 11:10:00 CET ] [ Original post ]
For the past month, we have worked hard on the last levels of Dice'n Goblins. The game is now playable from start to finish.
We created items for the end of the game. It will include a selection of D12, D20, and even some 2D12. Those items come with very powerful combos that will be necessary to defeat the final enemies.
We also added a few side quests and improvements to the second third of the game (maps 4/5/6). This will help make your progression smoother and the exploration more interesting. There's also now a mini-boss at the end of the first map, which you can already fight in the Demo version.
To improve the quality of life, we also updated the map. Doors are now more obvious which should make it a lot more readable. Also to improve quality of life, we chose to highlight unactivated levers in the dungeon.
For people playing the game with a PS5 controller, the controller is now correctly recognized and the game will display the appropriate icons.
We also now have a functional Discord integration. Not only it shows that you are playing Dice'n Goblins but it also indicates which map you are in.
From now on, we will focus on finishing the writing of the end of the game. After that, all we will have left to do will be clean up the bugs and help our translation team.
Stay tuned for more news until the game releases!
[ 2024-12-04 10:50:12 CET ] [ Original post ]
Hello, Ember here, In this update we bring you: - A boss fight. We're setting up some story with that guy in a later level. If you already completed the demo, just load the automatic save at the end of demo and turn around, he should be waiting for you. He shouldn't be too hard yet, since we're still balancing the whole game. - Added a toggle dot for people experiencing Motion Sickness. Find it in Settings. - Added a toggle to deactivate camera shake. Find it in Settings. - Reduce Camera shake overall. - It's now more obvious where to go in the infamous "room with holes". I hope. If this doesn't work, I'm gonna try weird lights, something jumping in and if nothing works it will be Yellow Paint lunar2019coolpig - Chests are now in the middle of tiles due to popular demand. - Fixed issue with Lower Skill. - Fixed an issue where restarting your game after finishing, the demo would not clear Player State. - Lot of bugfixes where buttons would not focus correctly, forcing the player to use touchscreen or mouse. About performance/stutters you can encounter, the game engine we're using released an update that should solve most issues. Once it's stable, I'll update the game (and the demo). We're working hard on finishing the game and then giving it the amount of balance and polish it needs. If you encounter issues, contact us!
[ 2024-11-19 11:19:37 CET ] [ Original post ]
Last month, we released the Demo of Dice'n Goblins. If you didn't have time to play, you can still download it from your Steam client. We received a lot of positive feedback about the demo, but one thing that stuck out was that the UX needed to be improved.
We've taken into account this feedback and decided to simplify the combat interface. Now, it should be more intuitive, require fewer clicks, and make error states impossible:
The inventory system also received a bit of cleanup. It now has fewer tabs, less unused space, and most importantly BIGGER DICE:
The victory screen was also made to be better looking, and generally more readable:
Aside from the feedback received during the demo, we also have been working hard on finishing the moon levels this month. The three moon maps are now entirely playable, with a few hours of exploration, fights, and loot included. From now on, we're moving onto the very last level of Dice'n Goblins.
This last map will feature an environment not unfamiliar to our little Goblin. Most importantly, it will feature strong enemies for you to defeat before heading into the final boss and conclusion of Dice'n Goblin story.
We're not going to tell you too much about it right now, because we don't want to spoil you too much (yet).
[ 2024-11-01 17:23:21 CET ] [ Original post ]
Hello! It's been a few days since the Demo of Dice'n Goblins is out, and we're starting to get feedback about what you like and dislike about the game. Not all the feedback is positive and we're addressing that. - The Combat UI was streamlined the UI to have fewer clicks and button pushes. It's also friendlier to mouse and you can now drag and drop dice icons during the combat! - Adding some SFX - Thanks to Rogueduck, our publisher, we have translations in Turkish, Spanish, Portuguese, Russian, Polish, and German. - Planned Asian languages (Simplified Chinese, Traditional Chinese, Japanese, and Korean) require more attention from our partners. I apologize for the delay. - English text has been edited thanks to the community. - Autosaves have been added on Rest - Fix issue where you could see through walls and object while peeking down. - Fix issue on Steam Deck where you would be forced to use the touchscreen instead of buttons. - Fix issue with the Smite II and III skills by transforming the dice correctly, but not adding the bonus. - And a bunch of little details boring to list and read. Thanks for all your feedback! I hope to see you in the Dungeon at the release date!
[ 2024-10-15 18:40:45 CET ] [ Original post ]
During the Steam Next Fest, we have 4 free game demos up for you to try out. If you played a game published by Rogue Duck Interactive before, you probably love replayable strategy games! Let me start introducing our games, during the Next Fest, download the demos you are interested and become part of the development by giving us your valueable feedback.
New Next Fest Strategy Demos
https://store.steampowered.com/app/2517440/Mini_City_Mayhem/ A city builder where you race against time to build your city! Become the mayor of a tiny town, plop down tiny building blocks to build a working city to progress. https://store.steampowered.com/app/3179860/Pairs__Perils/ A memory-game roguelike and dungeon crawler. Match cards to attack enemies, avoid traps, shop for relics and consumables. Sharpen your mind as you journey through the depths of the dungeon in search of The Dealer. https://store.steampowered.com/app/3056580/HEXAROMA_Village_Builder/ Build your charming medieval hexagon village in this city-builder. Strategize the best hexagon island placements. Place the building pieces strategically, and grow your village and your tiny island. https://store.steampowered.com/app/3204250/Lost_But_Found/ A combination of a job simulator & hidden object game. In a top-down table, you are an officer who oversees the lost items in an airport. Organize those items and distribute them to people who lost their belongings. That's all we have for this Next Fest, we hope you found something you like. In that case, wishlist the games to stay in the loop!
Other Strategy Demos
Additionally, we have other demos, that's not participating in this edition of the Next Fest yet, but soon. Check them out too. https://store.steampowered.com/app/2449450/Clonizer/ https://store.steampowered.com/app/2655590/Kingdoms_Deck/ https://store.steampowered.com/app/2945950/Dice_n_Goblins/ Have a strategy-filled Next Fest event, everyone! Follow us on our social media so you don't miss free strategy goodies!
[ 2024-10-14 17:00:22 CET ] [ Original post ]
Let's celebrate upcoming indie strategy games together! During the Steam Next Fest, we have 4 free game demos up for you to try out. If you played a game published by Rogue Duck Interactive before, you probably love replayable strategy games! Let me start introducing our games, during the Next Fest, download the demos you are interested and become part of the development by giving us your valueable feedback.
New Next Fest Strategy Demos
https://store.steampowered.com/app/2517440/Mini_City_Mayhem/ A city builder where you race against time to build your city! Become the mayor of a tiny town, plop down tiny building blocks to build a working city to progress. https://store.steampowered.com/app/3179860/Pairs__Perils/ A memory-game roguelike and dungeon crawler. Match cards to attack enemies, avoid traps, shop for relics and consumables. Sharpen your mind as you journey through the depths of the dungeon in search of The Dealer. https://store.steampowered.com/app/3056580/HEXAROMA_Village_Builder/ Build your charming medieval hexagon village in this city-builder. Strategize the best hexagon island placements. Place the building pieces strategically, and grow your village and your tiny island. https://store.steampowered.com/app/3204250/Lost_But_Found/ A combination of a job simulator & hidden object game. In a top-down table, you are an officer who oversees the lost items in an airport. Organize those items and distribute them to people who lost their belongings. That's all we have for this Next Fest, we hope you found something you like. In that case, wishlist the games to stay in the loop!
Other Strategy Demos
Additionally, we have other demos, that's not participating in this edition of the Next Fest yet, but soon. Check them out too. https://store.steampowered.com/app/2449450/Clonizer/ https://store.steampowered.com/app/2655590/Kingdoms_Deck/ https://store.steampowered.com/app/2945950/Dice_n_Goblins/ Have a strategy-filled Next Fest event, everyone! Follow us on our social media so you don't miss free strategy goodies!
[ 2024-10-14 12:29:14 CET ] [ Original post ]
Hello! It's been a few days the Demo of Dice'n Goblins is out, and we're starting to get feedback about what you like and dislike about the game. Not all the feedback is positive and we'll address that in the upcoming weeks with small patches, to improve aspect of the game. In this very first patch: - Rework the Inventory Screen to be more straightforward and less clunky. We fixed bugs, added sounds, and polished the look - Rework the Victory Screen so it doesn't clash visually with the rest of the game. Added Icons for Gold, Skill Point, and gaining Health - Hide the mouse after a while if you're using only Keyboard or only Controller - Fix a bug on Victory Screen, when, on controller, you would not be able to press "Next" - Fix a bug on Key Remapping that would allow you to bind two keys to the same action And that's all! Next time, we'll focus on streamlining combat UI!
[ 2024-10-08 14:24:05 CET ] [ Original post ]
Hello, this month, it's me Ember writing the devlog.
Finally, it's here! The Demo is available to play.
It contains the first level and should give you an idea of what the gameplay would look like. I wanted to show much more, but it's hard to keep it short! Expect more dice, more NPC to talk to, and maps to be slightly bigger, in the next level. If you play now, you can keep your save for the full game.
We also got a publisher! RogueDuck Interactive, who published Dice&Fold, another dice-based game. They will help us improve the game and distribute it to new countries. I'm so happy about this.
At the end of the demo, there is a form to leave comments and feedback. Please do it, we're already improving the game based on this.
This month, we ensured the demo ran well on all devices, adding support for multiple resolutions, FSR, and other options. As a result, I'm proud to say it runs like a charm on the Steam Deck. Playing your game on a handheld is a nice feeling...
Besides those, the 8th level is completely scripted and the 9th level is mapped. A 3D artist is helping me making the 9th level extra cool. I've also drawn a lot of new monsters and NPC, and I can't wait for you to meet them in the game. The UI also got a coat of paint!
Overall I'm happy how the game is turning and we're getting some positive feedback! We'll continue to polish the Game and the Demo, so be prepared for an update in the next few days.
[ 2024-10-06 09:59:11 CET ] [ Original post ]
Dice'n Goblins is moving closer and closer to being complete. Since we have been working as a duo for a little while, our workflow has made progress with development and game design much faster.
We have now been working on the 7th and 8th levels of the game, both set on the Moon. Those levels will contain scary threats to our little Goblin, but also new non-player characters and lore elements to discover.
We have decided to change the gameplay a bit, by introducing a skill tree. This system makes fighting monsters more rewarding by allowing players to unlock new skills for Gobby as they level up. Skills are used to exchange dice during combat, giving you more control over each throw.
As we're entering the final stages of development, we're paying more and more attention to fixing bugs and polishing the player experience. Thanks to the help of our playtesters, we have been able to catch dozens of issues, which will ensure the game releases in a stable state. We've also spent considerable time making sure the game animations and sound effects are satisfying.
On another note, we are very close to having a demo ready. The demo will contain the full first level of Dice'n Goblins. It will allow you to try out the exploration and combat before the game releases. Stay tuned for more updates about this!
[ 2024-09-03 10:27:38 CET ] [ Original post ]
Dicen Goblins is still advancing steadily. This month, Ive received the help of my business partner Alice, and a bunch of stuff is moving at a greater pace.
On my side, I finished designing, scripting, and filling the levels 4, 5 and 6. The scenario for this part have been written as well. The game have a main story, but each set of level have their own storyline. This particular set focus on your companion Skelly, and his old friends.
The zone contains 15 monsters, all with their moveset and with 10 unique sprites. Im pretty happy with how its turning out. Overall, this part of the dungeon has been a lot of work and it's great being able to move from it!
On UI side, we have improved the look of things a lot again, with a combat disk, breaking down combat turns.
We have drag and drop for the inventory, because I was seeing playtesters fight with the controls. I develop my games aiming for controllers, since I find it more comfortable after a day of development or drawing. This is why playtests are important. The game has full controller support, as well as keyboard and mouse+keyboard and you can rebind controls to your liking.
We added particules and animation on the dice during combat to better explain what was happening.
Finally, I added some bigger dice for the end game! Poor Gobby drowning under all the dice!
The most fun this month must have been working on cutscenes. I feel like Im directing a little movie and its very rewarding. Alice worked on getting a Steam Build and the Steam integration for the game (Achievements and such), something we wont have to rush at release.
Next month will be full of surprises! First, Im taking some holidays (my arms will fall if I code more), Im starting the Moon Levels for which I have plenty of ideas and we will prepare a demo, to be hopefully released in September.
Here some development picture of next zone:
[ 2024-07-27 16:08:45 CET ] [ Original post ]
Hello everyone! I'm Ember, the solo developer of Dice'n Goblins, and I will talk about the development. Dice'n Goblins is a Dungeon Crawler, where you move on a grid and you resolve conflicts with turn-based dice-based combat. I have been developing it for around a year, and most of its bones were made from earlier games and prototypes. The game will be divided into sections of 3 levels, distinct from each other in themes and encounters. As I write this, the first section has been completed and the second section is about to be completed. That's roughly 50% of the content I envision for the game.
Dead City
While the first set of levels is in a traditional dungeon environment, the second set is in a portion of the dungeon populated by the Undeads, next to a grim sea. The main inspiration has been the City of Lost Children, but it also references Tim Burton's movies, various mythological hells, and stories from Jules Vernes. I'm pretty happy with how it's turning out.
Of course, being next to the sea allows me to add water. Adding water allows me to do underwater sections, and have oxygen-based puzzles. (Sorry, I'm the type of person who loves water levels). [previewyoutube=HB9g-FbWWSE;full][/previewyoutube] Despite being only a programmer, I've been drawing a lot of battlers for this section, and I'm pretty happy with how it's turning out!
Gameplay Updates
I'm spending a lot of time playtesting to ensure the combat will be fun and that you have to make meaningful decisions. In Dice'n Goblins you equip several items allowing you to throw different dice and achieve special combos. During combat, you have various abilities to roll, change faces, or transform your dice to achieve those combos. In earlier builds, enemies had their own set of dice and combos. Tracking your dice, your enemy dice, your combos, and your enemy combos was easy in the first levels. But as you unlock more dice, combos, and special action, you quickly enter Information Overload! To help with this, I made it so only your dice manipulation affects the outcome of the battle, making it even more strategic. I'm also centering the UI and making it cleaner, bit by bit, to achieve a slick look.
Translations
I've also developed a way to translate the game. I will translate it into French, my mother tongue, but if you want to contribute to your favorite language, just message me on Discord, twitter, or by email. You can find that information, on the Store Page. That's all I have to say for today! Have a lovely day! Remember to wishlist and share the game :)
[ 2024-06-26 14:14:07 CET ] [ Original post ]
🕹️ Partial Controller Support
🎮 Full Controller Support
You are Gobby, a small goblin wanting to find an exit from this seemingly infinite dungeon. But beware! Deadly traps, mad monsters, and even humans infest the labyrinth. Worse, it seems the place is only growing!
Explore
Explore 12 interconnected levels with classic grid-like controls. Walk, run, jump, swim, take stairs and fall across different floors! Meet a varied cast of inhabitants and maybe make some friends.
Combat
Fight with your dice in turn-based combat. Luck is not something you can rely on. Only your skills will lead you to victory. Loot, buy, and upgrade your dice pool and skills to make powerful combos.
Features
- 12 levels with verticality- Optional Automap
- Fixed Roaming Monsters
- Endless combinations: Different dice, different combos, different bonuses
- Change your dice pool at any moment, and adapt your tactics to the challenge.
- A cast of charming characters, in an impossible world
- OS: Steam OS
- Processor: Zen 2 4c/8t. 2.4-3.5GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: 8 RDNA 2 CUs. 1.6GHz
- Storage: 1 GB available spaceAdditional Notes: Tested on Steam Deck.
- OS: Steam OS
- Processor: Zen 2 4c/8t. 2.4-3.5GHzMemory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: 8 RDNA 2 CUs. 1.6GHz
- Storage: 1 GB available spaceAdditional Notes: Tested on Steam Deck.
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