Dicey Dungeons v0.13


Hello everyone! Dicey Dungeons v0.13 is out! This update adds the sixth and final character, the Jester! It also introduces desktop builds for Windows, Mac and Linux, at last!

For a full list of changes, see here: http://diceydungeons.com/blog/2018/09/28/version-13.html

Thanks for playing <3

Files

(old version) v0.13 Windows 135 MB
Sep 28, 2018
(old version) v0.13 Mac 199 MB
Sep 28, 2018
(old version) v0.13 Linux 202 MB
Sep 28, 2018

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Comments

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I really enjoyed playing in  the HTML5 and Flash versions. Are they no longer a thing? Are they going to be a thing again?

They are no longer a thing, sorry :(

Oh well. The game is still quite fun, just less convenient.

Hi I found a bug for the jester, if you try to use copy card special when there is no card left the game would crash.

That's a new one, thank you!

Hi.  I just bought the game and I know nothing about it.  There is no tutorial yet, or even any tooltips that explain what everything does.  Also - no manual that I see anywhere.

Where can I find out things like:

1 - what all the status effects do

2 - what is the Limit bar in the bottom left corner?  What does this do?

3 - what does the burning die item do?  I place a die in, and it rerolls the die and makes it flaming.  It also does two damage to ME!  Then, when I go to use this die to attack, it is no longer flaming.  What does this do, please?

This was the first item I found, and I already have no idea how to use it.  Is there a list of what items do, please?  

The game is brilliant, and I know I'm going to love it, but I would really appreciate some kind of quick start guide to tell me what every thing is, status effects, special items usage, etc.

Thanks!

-=Jeff

Hey hey!

There is a wiki, but I don't think it's being updated much. Maybe that'll change as the game develops more! http://wiki.diceydungeons.com/index.php?title=Dicey_Dungeons

As a game that's still in alpha, I'm still figuring a lot of stuff out, and it's felt a little premature to start working on that particular kind of polish - I'd like to finalise the rules before I start tutorialising it! However, with the final character now in place, I'm hoping to start making some progress on that in upcoming versions. Rest assured that this is an issue I'm thinking about, and hope to have solved by v1.0!

First crash I got!


SystemData
{
  OS : Windows 10 (Pre-release)
  RAM: 16717656 KB (15.94 GB)
  CPU: Intel(R) Core(TM) i7-6700K CPU @ 4.00GHz
  GPU: NVIDIA GeForce GTX 1070, driver v. 24.21.14.1170
}
--------------------------------------
filename: diceydungeons
package: com.terrycavanaghgames.diceydungeons
version: 0.12.1
sess. ID: dicey_dungeons_2018-10-03_11'10'00
started: 2018-10-03 11:10:00
--------------------------------------
crashed: 2018-10-03 11:30:35
duration: 00:20:35
error: ERROR in callscenemethod(Combat,update) static : Cannot resize to sizes other than 2 right now., stack = 
Called from elements.Equipment.resize (elements/Equipment.hx line 369)
Called from elements.Equipment.copy (elements/Equipment.hx line 1115)
Called from elements.Equipment.unweaken (elements/Equipment.hx line 1075)
Called from elements.Fighter.startturn (elements/Fighter.hx line 309)
Called from elements.CombatCommand.execute (elements/CombatCommand.hx line 542)
Called from states.Combat.update (states/Combat.hx line 139)
Called from Reflect.callMethod (C:\coding\haxe\haxe\std/cpp/_std/Reflect.hx line 55)
stack:
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 90)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 252)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 173)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 449)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)

Thank you! Should have this one fixed for v0.14!

Cool!

Very nice game you got there: simple and efficient! :)