Hey, dev here! Thank you so much Olexa, for playing our game. We knew this is perfect fit your your content while we were making it. The game is very raw right now, you can see some enemy illustrations are still placeholders, and balance needs a lot of work. We originally planned to release the demo for just 1 week during the Deckbuilders Fest, but the reception from the community was higher than we expected, so we left the demo indefinitely. Thank you for the feedbacks too, definitely aligns with our plans. The build you played has 23 items. But we have 78 items planned in our spreadsheet right now, and we will add more mechanics and more items onto it, planning 150 items in the release. I'm also aware the fun of the game is making crazy inventory combos. That's the most fun part of the game, so we will focus on that. Also I think we over-did it in terms of the ease to play with Jack, since it's the first character, it is easier and more approachable to play with, tho we will balance that too. I hope you give it another try with our upcoming Next Fest June update on the demo, I promise it will satisfy all the feedback you mentioned. We will also release a balance update tonight or sunday morning, so wishlist it and give it a try tomorrow evening maybe, it will be more fun :)
Just tried the demo, I got 2 sets of demon's horns and ended up rolling so many dice the game broke. The button down the bottom said "roll (85)", but no matter how many times I rolled, it still said 85. I could get more dice to appear by moving the dice that had already been rolled and then pressing roll, but this still didn't cause the roll number to decrease. Past a certain point, when I used red dice I stopped gaining health (my companion was on 117 and I was on 119). Basically, with no option to go next turn, I was locked out of the game. Hope this report helps :)
This game has an interesting idea, but definitely needs more development. You were able to figure out the best strategy and trivialize the game's difficulty level within 10 minutes, and you weren't even playing optimally.
Hello yes The garlic and similar items don't break your farming because they activate on stage start. Stages are basically each combat, not each round.
As someone who's been into roguelikes for a while, but became OBSESSED with them recently, I'm so glad to find people like you who find them, try them and share the gameplay, you just earned a sub and thank you, I'm loving your videos so far, and I love the fact that I can find these games so easily
I broke this game. I was playing as Jack and had an item that would give me an extra 2 dice rolls when I used my skill, and then I infinitely used my skill until I had 100 dice rolls at a time, which then rolled 25-30 dice, and when I couldn't use all the dice, the button was stuck on 'Roll' and I could not end the round even when all the enemies were dead.
I don't understand why he is treating the perks that reduce enemy slots like a bad thing, as if having less slots means he can't stall the game still. It literally just saves you from spending die on enemies and lets you use them for your own skills.
I also think you shouldn't be able to heal above the characters starting health. As it is you could farm health dice and as we saw get a character to well over 100 health. There also needs to be some type of limit to how many dice/rolls a player can take before their turn ends because some of those turns were near infinite. There never felt like there was a single time I was ever in danger of actually dying.
@@virtualmartini 100% of uncreativer people (who like to think their brains have a wrinkle, when in reality it's as smooth as a river-worn rock like the rest of us) repeat this statement whenever the gambler's fallacy is even remotely joked upon :)
Play curious expedition? Fantastic rogue like, dice combat system is fun as its about making combinations, using a sort of yatzi reroll system were you can keep dice rolls reroll the rest.
@@OlexaYT well definitely wish you luck. Its a very challenging game, in most cases you will be avoiding that dice combat. Have fun I compare the game mostly with Organ Trail, with a sanity meter. Learn what ancient curses are worth robbing a temple over and pissing of the native people.
The characters special ability should only work once per round. Just sayin'. Also, the dungeon master is not enough of a deterrent, since he does practically nothing. He should need dice to be defeated, and should attack for like 5.
Anyone else going crazy that Olexa didn't click the exclamation point inventory button. I kept thinking there might be a whole additional mechanic like crafting he was skipping.
this game has a _lot_ of potential, but it's WAY too bare bones at the moment. There's a lot of UX that needs to be added, like what items did you get when you used the girls skill? Also they need hotkeys to make moving die easier. Like hold C and click on a die moves it to your characters slots, holding A puts it in your ally skill. Holding G and clicking puts in in the appropriate gold slot. Stuff like that. Also WAYY more items, WAAYYY more enemies etc. Maybe equip able gear that could add additional skills etc. It's waayyy to tedious to add dice to slots, like when rolling for those 1's my god that was painful.
Important note: NEVER go with Olexa on a treasure hunt (⊙_⊙;) Sorry, but «Right and Down and Dice» looks better in all aspects: each enemy has a skill, you have more skills, relics, consumable items, kinds of dice, path choices.
i got a build on my second run that let me get 5 rolls one fight, 18 the next, 55 the next, and i have yet to go past that. check the latest video i posted for how i did it (demon horns + starter character)
the idea of this game is done very well and it's not that bad but goddamn watching it was so boring I don't understand, I love the concept but the game is so boring where is the dopamine at
Also, this game has very little in common with slice and dice other than they both involve rolling dice. A better comparison might be 'Dicey dungeons' (which Olexa has also played a lot of)
The difference depends on the crowd! For most people, including Olexa (I believe??) roguelites have more meta-progression (cross-run upgrades) and roguelikes have close to none. For fans of classic roguelikes, roguelikes are dungeon crawlers, topdown and turn based, and roguelites are everything else. But if you use the common definition, and just say “classic roguelikes” to talk about these, people will get what you mean.
In roguelikes, you start each run completely fresh. You die - the run's over. Start another one. And start fresh. You don't keep anything from previous runs. In Hades and Dead Cells, for example - two great roguelites - you can buy upgrades to make your future runs easier. That's all there is to it. Though if you ask me, neither modern roguelikes nor roguelites have much in common with what we used to call roguelikes like 10 years ago, and they certainly have nothing to do with Rogue. But that's a whole different topic...
Hey, dev here!
Thank you so much Olexa, for playing our game. We knew this is perfect fit your your content while we were making it. The game is very raw right now, you can see some enemy illustrations are still placeholders, and balance needs a lot of work.
We originally planned to release the demo for just 1 week during the Deckbuilders Fest, but the reception from the community was higher than we expected, so we left the demo indefinitely.
Thank you for the feedbacks too, definitely aligns with our plans. The build you played has 23 items. But we have 78 items planned in our spreadsheet right now, and we will add more mechanics and more items onto it, planning 150 items in the release. I'm also aware the fun of the game is making crazy inventory combos. That's the most fun part of the game, so we will focus on that.
Also I think we over-did it in terms of the ease to play with Jack, since it's the first character, it is easier and more approachable to play with, tho we will balance that too. I hope you give it another try with our upcoming Next Fest June update on the demo, I promise it will satisfy all the feedback you mentioned.
We will also release a balance update tonight or sunday morning, so wishlist it and give it a try tomorrow evening maybe, it will be more fun :)
keep it up! yall are doing great
Just tried the demo, I got 2 sets of demon's horns and ended up rolling so many dice the game broke. The button down the bottom said "roll (85)", but no matter how many times I rolled, it still said 85. I could get more dice to appear by moving the dice that had already been rolled and then pressing roll, but this still didn't cause the roll number to decrease. Past a certain point, when I used red dice I stopped gaining health (my companion was on 117 and I was on 119). Basically, with no option to go next turn, I was locked out of the game. Hope this report helps :)
What inspired the art style?
Super excited to hear all of this. You’ve got a good idea, just needs love and you guys are gonna give it that love.
Olexa nerfing a game live.
This game has an interesting idea, but definitely needs more development. You were able to figure out the best strategy and trivialize the game's difficulty level within 10 minutes, and you weren't even playing optimally.
Hello yes
The garlic and similar items don't break your farming because they activate on stage start. Stages are basically each combat, not each round.
As someone who's been into roguelikes for a while, but became OBSESSED with them recently, I'm so glad to find people like you who find them, try them and share the gameplay, you just earned a sub and thank you, I'm loving your videos so far, and I love the fact that I can find these games so easily
I broke this game. I was playing as Jack and had an item that would give me an extra 2 dice rolls when I used my skill, and then I infinitely used my skill until I had 100 dice rolls at a time, which then rolled 25-30 dice, and when I couldn't use all the dice, the button was stuck on 'Roll' and I could not end the round even when all the enemies were dead.
My man jack , let treasurer die to make space for a girlfriend at the end. Dude also came out rich and immortal. The legend of jack
The jack of all shit, bar none
My jaw dropped when *THAT* thing happened and made the run go from OP to UNSTOPPABLE
I don't understand why he is treating the perks that reduce enemy slots like a bad thing, as if having less slots means he can't stall the game still. It literally just saves you from spending die on enemies and lets you use them for your own skills.
I also think you shouldn't be able to heal above the characters starting health. As it is you could farm health dice and as we saw get a character to well over 100 health. There also needs to be some type of limit to how many dice/rolls a player can take before their turn ends because some of those turns were near infinite. There never felt like there was a single time I was ever in danger of actually dying.
Wow just stated playing the updated demo, and seeing where it came from it has come a long way already! Enjoying the demo
That heal at the end was clutch
Watching you play this game I realized we need a backgammon roguelike
How would that even work lol
This looks so cool. Hope they improve with cool items, synergies and monsters and we could be up to an amazing game
99% gamblers quit before they hit big, so keep gambling gamblers
Also don’t forget “you can’t win if you don’t play.”
100% of uncreative people repeat this joke whenever gambling is even remotely involved.
@@virtualmartini 100% of people think ur fun at parties
That's the gambler's fallacy isn't it? No amount of gambling raises your odds of winning in the future.
@@virtualmartini 100% of uncreativer people (who like to think their brains have a wrinkle, when in reality it's as smooth as a river-worn rock like the rest of us) repeat this statement whenever the gambler's fallacy is even remotely joked upon :)
Play curious expedition? Fantastic rogue like, dice combat system is fun as its about making combinations, using a sort of yatzi reroll system were you can keep dice rolls reroll the rest.
I’m gonna check it out soon
@@OlexaYT well definitely wish you luck. Its a very challenging game, in most cases you will be avoiding that dice combat. Have fun I compare the game mostly with Organ Trail, with a sanity meter. Learn what ancient curses are worth robbing a temple over and pissing of the native people.
The faint and high beeping sound in the background made me freak out, it's the same pitch as when an apartment upstairs has the smoke detector going!
I can tell you're not black from this comment.
The dreaded chirp
"Healing" also just being "Increase Max HP" is interesting, but counterintuitive and not very well explained.
Wishlisted. If this game gets more content it will be right up my alley
Ok but actually this game looks incredible
Ooh I love the artstyle
The characters special ability should only work once per round. Just sayin'. Also, the dungeon master is not enough of a deterrent, since he does practically nothing. He should need dice to be defeated, and should attack for like 5.
In what world does a rat do more damage than a werewolf
Europe in the late 1340s to early 1350s
Yeah one is real and one isn’t
@@blueodis 🤣
ahhhh, I forget rats aren't real sometimes
Only OG’s remember Dicey Dungeon 😔🙏
Anyone else going crazy that Olexa didn't click the exclamation point inventory button. I kept thinking there might be a whole additional mechanic like crafting he was skipping.
The mimic gives gold at the start of the stage.
29:23 oof
Bro played the scrooge class
Yesterday my pc stopped working ;(
this game has a _lot_ of potential, but it's WAY too bare bones at the moment. There's a lot of UX that needs to be added, like what items did you get when you used the girls skill? Also they need hotkeys to make moving die easier. Like hold C and click on a die moves it to your characters slots, holding A puts it in your ally skill. Holding G and clicking puts in in the appropriate gold slot. Stuff like that. Also WAYY more items, WAAYYY more enemies etc. Maybe equip able gear that could add additional skills etc.
It's waayyy to tedious to add dice to slots, like when rolling for those 1's my god that was painful.
Important note: NEVER go with Olexa on a treasure hunt (⊙_⊙;)
Sorry, but «Right and Down and Dice» looks better in all aspects: each enemy has a skill, you have more skills, relics, consumable items, kinds of dice, path choices.
Real bummer that the companions are temporary, but I otherwise like the bones of the game so far.
the game is out, gonna try it?
Anyone else confused by the serpent avatar?
New Hydration Comment Just Dropped
Is there cheese if not, i am not getting the game
i got a build on my second run that let me get 5 rolls one fight, 18 the next, 55 the next, and i have yet to go past that. check the latest video i posted for how i did it (demon horns + starter character)
I think the game is just too shy. I'd rather see crazy combos than just -1s on numbers
Why do you sound like , sans
hewwo
Please morrrreee
I’m sorry but you sound extremely like petezahutt😅
the idea of this game is done very well and it's not that bad
but goddamn watching it was so boring
I don't understand, I love the concept but the game is so boring where is the dopamine at
bro has not heard of Slice & Dice, a Mobile dice-themed Roguelike where you make custom dice.
It would take you, legitimately, 20 seconds to click my channel and see a slice & dice video in the last 7 videos I’ve uploaded
Also, this game has very little in common with slice and dice other than they both involve rolling dice. A better comparison might be 'Dicey dungeons' (which Olexa has also played a lot of)
@@OlexaYT Welp, i know when to admit im wrong. sorry m8!
Love dice-roguelikes/roguelites, but the difference between roguelike and roguelite is just ... ununderstandable.
The difference depends on the crowd! For most people, including Olexa (I believe??) roguelites have more meta-progression (cross-run upgrades) and roguelikes have close to none.
For fans of classic roguelikes, roguelikes are dungeon crawlers, topdown and turn based, and roguelites are everything else. But if you use the common definition, and just say “classic roguelikes” to talk about these, people will get what you mean.
In roguelikes, you start each run completely fresh. You die - the run's over. Start another one. And start fresh. You don't keep anything from previous runs.
In Hades and Dead Cells, for example - two great roguelites - you can buy upgrades to make your future runs easier. That's all there is to it.
Though if you ask me, neither modern roguelikes nor roguelites have much in common with what we used to call roguelikes like 10 years ago, and they certainly have nothing to do with Rogue. But that's a whole different topic...
Thanks for both explainations
These games are soooo boring to me!!