Devlog: The Lighthouse

Dice 'n Goblins

Dice 'n Goblins is a turn-based RPG that blends luck and strategy as you battle using dice rolls. Master your skills, chain powerful combos, and overcome the whims of fortune. Collect loot, upgrade your gear, and craft the ultimate dice pool to face monsters and other foes lurking in the shadows!

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. [h2]Dead City[/h2] 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. [img]{STEAM_CLAN_IMAGE}/45029732/e418c86a7e3f91bc37a5247ccc1ebce3a36c3940.png[/img] 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! [img]{STEAM_CLAN_IMAGE}/45029732/8b0671d9852d110d6d130ba8b289c04359c62ac8.png[/img] [h2]Gameplay Updates[/h2] 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. [img]{STEAM_CLAN_IMAGE}/45029732/8cb9c594b57bb54d293200e0c697557e914e4dde.png[/img] [h2]Translations[/h2] 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 :)