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Gods Play Dice
- Type Solo project
- Year 2027
- Role Game designer, developer & artist
- Tags Action · Roguelike · Dice
Solo project — Game designer, developer & artist
01. Context
Gods Play Dice is a roguelite game where I mixed dice-randomness with action roguelike mechanics to create a unique approach to RNG. In this game, you control your luck strategically to make your build work!
02. My Work
This is a solo project. I am the game designer, developer and artist. I designed systems, combat feel, and the look of the world from first prototype through the Steam page. I was inspired by the German game Kniffel and built the whole game around it.
I wanted to give players variety. I wanted them to try out new things, find new synergies and break the game at some point. Because it is based on controlling your luck, it brings a whole new level of unpredictability which will shape how they build. There are some mechanics that remake the rules, some opportunities that creative people can abuse.
Therefore, I paid attention to synergies. Another greatly important topic for me is the feel. I designed not only the gameplay but all the UI elements to be as responsive as possible. I worked on making the game juicy and improved myself on that topic.
Design Goals
- Create a unique approach to the roguelike genre.
- Design high-quality design concepts, an interesting game loop and build variety.
- Provide a gameplay experience that embraces randomness and strategically controlling luck.
Learning Outcomes
- Learning all other disciplines at a deeper level.
- Finishing a polished game demo in a short time as a solo developer.
- Controlling the scope of the project.
03. Software used
- Unity
- Photoshop
- Blender
- Substance Painter
- Audacity
- Notion
- GitHub
Trailer
Screenshots
Design
- Player verb
- Assign abilities to faces. Roll. Throw the die itself when the number is not enough.
- Core loop
- Each level hands you five random dice. You commit a build to the faces, then survive with only what lands up. The next room reshuffles the kit.
- The tension
- You never own the ability — you own the arrangement. Faith is a mechanic: the same die is RNG, cover, and a weapon.
- What I owned
- Game design and art. Systems, feel, and the picture of the world in the same pass.