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Circadian Dice

A single-player game of turn-based dice building combat! · By shuffleup, Strumbones

Campaign mode where you get to keep your dice and abilities across scenarios?

A topic by Haalim created Jun 18, 2021 Views: 862 Replies: 7
Viewing posts 1 to 5
(+2)

When I got to campaign mode, I felt kind of disappointed that you start from 0 every time you beat a scenario. I felt like I wasn't "building up a run" over the course of multiple games, like I'd imagine a good tower climb roguelike would do, but that the only influence my previous floors had was unlocking relics (too chance-based to be meaningful).

I see some obvious logistics problems with this: Fear and status effects would probably build up too fast, there should be a dice face unlocked after beating the final scenario to deal with this, or maybe just a lot more abilities that interact with status effects (imagine an ability whose cost is in status effected die)

Experience would build up too fast, so getting all 4 dice blocks in the first scenario (which is basically guaranteed) would give such a huge advantage that could carry you through the whole game, maybe the levels should be paced out more, there could be a lot more levels in between the dice unlocks (that could add a lot more interesting rewards, maybe legendary faces or artifacts or relics, obviously some of those would be too OP to get on a level up so you can use your imagination)


I see a good tower-climbing campaign as the "definitive version" of this game, so I hope it can become more than just streaking through all of the scenarios and re-unlocking the relics you already have. The old one could still stay as a separate mode, because it would probably be harder than a continuous run ever could be, but a good continuous mode (the chaos realm doesn't cut it for me, personally, some of the encounters in the scenario are so well-designed that randomness actually ruins their difficulty, making it impossible to lose, or impossible to win) would add a lot more replayability to this game for me.

Developer(+2)

Thanks for the well thought-out feedback! I can definitely see the appeal of this type of mode and I've been thinking about it a bit during design. The challenge is that a lot of the design of Circadian Dice is built around frequent upgrades/quick scaling and a very limited pool of dice. In order to make a true tower climb mode work one would have to (as you mention) either reduce the player scaling by a lot or redesign the scenarios completely. Either way would more or less amount to designing/balancing a new game on top of the old one :)

I really like this type of mode in deck building games so it would be fun to see something similar in a  dice builder, but it's not in the cards (dice?) for CD right now at least. Your comment made me start thinking about it again, though, so who knows ... :)

(2 edits) (+1)

I love the idea of building up your "deck" and the longer-term strategic decisions involved. Some food for thought:

Perhaps you could progress by making upgrades to your shop that persist throughout your run. You would start with a very basic shop and could have upgrades like: Unlocking modifiers, discounts, improving symbols/modifiers, locking shop entries, increasing the odds of certain modifiers appearing, increasing shop size, etc. You could also add persistent "artifacts" that give you bonuses to your die faces, rolls or abilities such as: Adjacency bonuses, modifiers for nth die face, debuff barrier, bonuses when rolling certain combinations of symbols, increased ability charges, ability gem discount when low health, etc. The score earned in a scenario could have a minor effect on the amount or quality of upgrades you can draft. 

I think this would retain the core mechanics you mentioned while still allowing for incremental progress. With some careful balancing in this progression you might be able to avoid making drastic changes to the scenarios

(+1)

maybe if you don't get to keep all your dice faces, but only only one or two more after scenario? 

(+1)

That gives me an idea. At the end of a scenario, you get shown all your current dice, and a set of "new" dice (the base versions for your class). For each die you have unlocked, you can grab a pair of adjacent faces and replace 2 faces on your new die with them. Effectively a free couple of upgrades based on your level progress.

Developer(+1)

I love seeing the discussion and cool ideas in here even if it's not something we're actively working on. Keep it up!

(+1)

I'd imagine if you were to keep your dice and stats between levels, it would need a different kind of progression altogether, and enemies would need to scale more to still make it challenging when you would keep pretty good dice and would keep improving them through each level.

An idea could be to not get any additional dice during each level like now, but instead either auto-receive more dice between certain levels, and/or having upgrade perks you could select between when advancing to a new level. Such perks might be adding one active dice, get a smattering of extra symbols on your current faces, get an upgrade for a certain kind of symbol, add debuff resistance, get a permanent free shield each round, get a bit of regeneration each round or something like that.

Maybe you could keep one dice each time with all the other ones being reset to default with the downside of putting a blank on one of the die faces forcing you to put something on it if you want to keep using your OP dice each run or keep another newer dice you like more.