v0.6


Wow, it's been a minute since I wrote one of these. 219000 minutes to be exact (~5 months).

Truth is, I have had something else on my plate for 3 of those months, but that's ogre now. I spent a week at the start of July tinkering around with some other game ideas but couldn't find anything satisfying to work on, so I came back to my dice rolling game. Looking at it with fresh eyes, I found myself filled with new design ideas.

I tore out and replaced some of the fundamental systems, like how rolls are scored and how cash is earned. I removed the shop screen and end round screens. I felt like these were breaking the flow of the game too much. In its place I've added a shop drawer that slides in between rounds. Less intrusive and you can also see the dice in your hand while you shop (this was something that bugged me before).

I completely redid all the game's items, redesigning how they work and redrawing all their icons (I think this is the fourth time now?! I need help). The items you can buy in the shop also have categories now:

  • Item - these are items that permanently sit in your inventory
  • Effect - this is an effect that is applied to a single die, only lasting a few rolls
  • Ability - this is an item that you can use after rolling a hand to affect the outcome of the score

I think there's about 20 unique items in there right now, but I have ideas for lots more, so I will keep adding to the list as I continue to develop the game further.

Finally, the biggest addition in this version is the "rules" system. Here you can combine rule nodes to make your own rules for the game, essentially hacking the game to work in your favor. It's a bit experimental and the nodes are limited right now, I will have to see what people think about this new system and decide if I want to keep it, or if it breaks the game too much.

Along this stark new direction for the game, I decided to give the game a brand new title: (drum roll) Rollcadium! The old name, "Roll or Nothing" always felt like a bit of a mouthful, and it was based on the "all or nothing" roll mechanic that no longer exists in the game. "Rollcadium" sounds more fun and arcade-y to me, so I'm going with it.

That's it for now! Going to keep working on this and hope that the next update doesn't take 5 months!

As always, happy rolling!

Files

rollcadium_web.zip Play in browser
14 days ago
Rollcadium_v0.6.zip 35 MB
14 days ago

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(3 edits) (+1)

Noticed some new bugs. First some upgrades don't revert upon starting a new run. (These include hand, rule slot and roll upgrades. Salary and item slot limits revert as normal.) Closing and re-opening the game causes them to revert as normal.

Second, if you hit R to restart while opening a rules node pack before the opening animation has finished the animation will play after the restart has happened and you'll get free rules nodes.

Finally, rules nodes outside the first slot don't get cleared when restarting after winning the game.

Wow, thanks so much for picking these up and pointing them out! I'll make a hotfix this weekend that addresses these.

Also, I hadn't worked on this game in so long I forgot you can hit R to restart 😂

No problem, I'm real good at breakin stuff.

As it turns out though the early game is real hard to get out of without the leg up, lots of hoping for good luck.

Suppose I got what I came for though it is a dice rolling game, sometimes you get unlucky.

You are right, I think the early game and late game are disproportionately difficult. I need to find a way to balance that better.