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One of the major additions to this game thats new to my process is the idea of a wandering agent who roams around an arealike the classic Immersive Sim guard out of Thief or Dishonored.
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As ever, I wanted to approach the wandering agent concept from a distinct angle. Sure, you could sneak up behind them and try to pick their pocketsall in the spirit of mischief. And my game leaves room for that. The agent has sight cones, patrol routes, and a sense that they can catch you. But there are aspects to this sort of encounter Ive chosen which separate what Im doing from my inspirations.
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For starters, more confrontational physical aspects are already being handled by my dice system. If a guard catches you, you can try to wrestle, cajole, charm, or bribewhatever makes thematic and situational sense. However, if youre unable to convince the guard, youve effectively surrendered. Then what?
For one thing, an unsuccessful encounter like this doesnt lead to a one-on-one fight to the last person standing. Basically, when you surrender, the guard ejects you from the area you're trying to roam in. Its a start back at the edge of the arena situation. It still creates tension because when you get ejected, both you and the guard gain condition dice representing the outcome. It could be something obvious like Injured or Embarrassedlike if a bouncer tossed you out of a club. As before, youll need to roll dice to fully remove this condition.
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So the risk remains, but you still get to choose whether to step back into the area where the wandering agent might find you again. Failure is never game overbut it can be if you have an appetite for more risk.
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Another thing Ive added is the opportunity to hide. Hiding is simply finding an area in the game where you can be sure the agent wont see you. Even if theyre chasing you, hiding gives you cover to wait out their search. However, once you step into a hiding zone, a timer starts. If you hide for too long, youll gain another conditionanother die youll have to roll away later. To me, this is another way to keep the tension high so you never get too comfortable while engaging with this system.
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Finally, Ive included certain traversal areas that give you passive environmental conditions. Examples include sticky surfaces or cloudy hazes that apply temporary conditions while youre in them. You cant roll these away as long as you remain in that environment. Guards can pass through these areas too, and the conditions affect them as well. Maybe you follow an agent into a hazy zone, but time your move so that theyre in it and youre not. Yet more flexibility and reactivity in the system.
[img src="https://clan.cloudflare.steamstatic.com/images/45503562/8a170de6876290b7cda2aec32eb3f26232e6f1bd.png"][/img][img src="https://clan.cloudflare.steamstatic.com/images/45503562/b8037458feca53dd0f928063d5334f45d4707682.png"][/img]
I want all of this to be dynamic, dramatic, and interestinggetting players to think about spatial traversal. But I also want to make sure players arent forced to engage with stealth if its not their style. They might move through a space thats a little dangerous, or pursue an alternate path. The game is still a dice-based RPG at its core, so all of these systems serve role-playing, dice strategy, and the drama that comes with it.
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To wit, Im not grafting a stealth game into my current oneIm incorporating stealth elements to serve dice-driven gameplay. Its a genre hybrid approach. Its a way for me to push what I feel is possible in this sort of space.
Part of why Im excited about Early Access is that I get to workshop and refine this idea with you all. If you see opportunities for balance, for elevating the experienceor if it gets in the way of your funI want to know. Im excited about the idea, but its still a work-in-progress, and I welcome your feedback when the time is right!
I look forward to sharing more of my new ideas with you from Moves of The Diamond Hand.
Cosmo D here. One thing Ive come to realize in my years of board and tabletop gaming is a simple truth:
I really like the physical tumble. That chaotic ritual of tossing a big handful of dice into the air and just seeing where they land. Its a timeless ritual. Too many dice, visually speaking, are awesome. Its maximalist, a visual overload of symbols tripping over one another. And it's ok if that's a little hard to parse in the moment - it's all part of that drama. As a designer, I'm drawn to the spatial constraint, too. Just six dice faces to work with, small squares. Not a lot of room for baroque iconography.
In both Betrayal at Club Low and Moves of the Diamond Hand, Ive really dug into all of this. The dice are 100% simulated in the physics engine. Sure, thats created some issues with jankinessespecially in Club Lowbut Ive worked to address those issues over time. The payoff, though, has been worth it. Youre watching the dice make your fate - its theater. Your listening, too. I still remember recording those dice hits on my felt dice tray back in 2020.
The part I find just as compelling is the strategy: taking what youve rolled and trying to make the best of what youve got. In my system, you roll three times using modified Yahtzee rules. You keep what you like. Its a classic foundation, but Im always tweaking it to fit the situation. And that situation is constantly changing. Which means players need to think on their feet, they gotta improvise. But if youre clever, gutsy or just feeling bold, rolling and re-rolling those dice should offer a path to triumph, relief, or a bit of both.
[previewyoutube="8WB1M-OJB2M;full"][/previewyoutube]The above example, recorded from a Steam Deck work-in-progress build, shows how you can use certain dice to turn a bad situation into a good one. Note the explosion symbol - it lets you destroy your opponent's dice.
[previewyoutube="7rS1Zie_YlY;full"][/previewyoutube]The above video features all-around dice shenanigans, using dice to manipulate the situation to the players' advantage. You'll notice a message that says "The Sandwich is Too Tasty, you must re-roll it." That's for special "Sandwich Dice" (this area takes place in the basement of a deli). Sandwich dice are powerful, but they have to be re-rolled - another strategic layer to consider.
Even the harmful dice usually have an upside. Theres always some slim chance youll roll the least bad optionor even something unexpectedly helpful. The tension comes from that mix. And then I throw in temptation. Do you roll again and go for something better? Or hold onto what you've got and play it safe?
[previewyoutube="aaveJXrJ0ds;full"][/previewyoutube]The above video shows how the player narrowly escapes game-over using various dice powers.
One or two sides that are just okay
One or two where something good could happen
One or two where something bad might go down
Then, I think about what that dice actually represents- what story can it tell within these three tiers, these six faces? For example, "Too Confident" is a condition you can get when you tie a roll. In my games, ties are successes, but the tied success come with a cost.
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Certain sides are helpful, certain sides are harmful, certain sides are middle-of-the-road (including "blank" sides). This die is communicating that you can roll well, but you might roll bad because you got too confident with your approach. A humbling moment is just around the corner if youre not careful. That way, no face is irrelevant. Even the risky dice make you think. Maybe you rolled something decent, but youre eyeing that better outcomeand risking a worse one in the process. Thats the internal Dice Drama: the drama of decision-making. Coupled with the thematic storytelling, the whole system is really meant to draw players in and make every roll feel tense, strategic and tactical.
Then, when the dice start interacting with each otherwhen their quirks combine and escalatethats when the higher-level Dice Drama kicks in. Ill talk more about that in the next post, but for now, I'll leave you with a clip of the player using dice to narrowly escape a game-over. Notice certain dice that let you choose faces of another die.
[previewyoutube="aaveJXrJ0ds;full"][/previewyoutube]First off, thank you for everyone who helped dive into my new game over this past month.
I'm thrilled to announce my next game, Moves Of The Diamond Handmy biggest and most ambitious project yet. Play the free demo now: https://store.steampowered.com/app/2778240/Moves_Of_The_Diamond_Hand_Demo/ This Demo represents Chapter 1 of the game. It alone is roughly the length of Betrayal At Club Low and will be part of Steam Next Fest this coming week. https://store.steampowered.com/app/2778210/Moves_Of_The_Diamond_Hand/ This game brings together everything Ive been building over the past ten yearsrefining my dice mechanics from Club Low while returning to the immersive first-person perspective of my earlier work. Thanks for your support thus far, and I'm looking forward to continuing on this journey with you!
Moves Of The Diamond Hand is a first-person narrative RPG. It's set to the backdrop of a surreal dystopian jazz-drenched city. It builds on the gameplay of Cosmo D’s previous game, the award-winning Betrayal At Club Low. At the same time, it returns to the first-person perspective of Cosmo D’s previous games. Its dice-driven gameplay is deeper, the plot is richer and the scope is grander than ever.
A new day dawns in Off-Peak City. The legendary Circus X, an actual circus and artist crew of the highest caliber, is somehow back in town. And they’re ready to put on the show of a lifetime. You’ve arrived on the scene, ready to become a part of it and mint your destiny. But Circus X isn’t hiring, and there’s plenty of people who want a piece of the Circus X magic (and money). To become part of this elite crew, you’ll need to figure out a way in. Sure, you have some leads, but you also have trouble.
This trouble arrives during the strangest Mayoral election in the city’s history. One of the candidates isn’t even a real person, he’s the clone of a Mayor from a hundred years ago! The company that created him is betting on his success, but two rival candidates plan to stop him at all costs. To add to all this, someone called The Diamond Hand is playing all the sides against one another. No one knows who this Diamond Hand is or why they're causing trouble. But somehow you become enmeshed in this drama. Are you a potential collaborator, or a pawn in the Diamond Hand's game? Sure, you may be new to the neighborhood, but the Diamond Hand underestimates you. They all do.
Moves Of The Diamond Hand evokes the feel of a multi-session tabletop RPG experience. Your stats are all represented as dice. These dice offer opportunities for drama and strategy. Items are dice. Conditions are dice. Disguises are dice. These dice are all customizable in a myriad of different ways. Still, players have control over which dice to use, how to upgrade them and which ones they want to roll or keep close.
The story unfolds over four chapters of dubby jazz noir mystery. And you, along with your dice, will determine how it all plays out, right up to the very end.
Three very different mayoral candidates offer stark points of view and personality. But their race for The Key to the City is as close as it gets. You will help determine the outcome of their contest. Your choices will shape your own destiny in the neighborhood, too. The game lets you decide who to side with, who to help and who to hinder.
This game’s setting immerses players in a surreal lived-in neighborhood. It's full of odd characters, each with their own agendas, perspectives, and secrets. Many of them have connections to previous Cosmo D games, but knowledge of those games is not required.
Cosmo D games put a premium on head-nodding music and thick atmosphere. This game continues to elevate the approach.
Given the depth and breadth this game, we’re opting for an Early Access model, releasing each chapter one at a time. The Chapter 1 is free for all to experience and will release as a demo. We plan to have Chapter 2 go on sale as part of the Early Access release. We plan to have future chapters released later throughout the Early Access period. Anyone who buys this game in early access will gain access to all released content as soon as it’s ready. During the Early Access period, players can also opt-in to try or test content ahead of schedule.
We aim to keep the development process transparent and open to player feedback. All players will have access to a bug reporting and feedback menu in-game. Bug fixes, balance adjustments and quality of life improvements will be continuous. Your patience and trust in our process will help get this game finished on schedule and as good as it can be.
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