Cluiche Disli: A dice rolling, deck building roguelike

Hi All

I’ve been working on a small 2-d Dice Rolling Roguelike and I’d thought I’d share where I am currently at in development.

In the game, you roll and play dice to achieve a score, gaining new dice and upgrades along the way, beating ever increasing scores.

I’m very much open to criticism and ideas players have for the game.

Let me know what you think!

Cluiche Díslí by Eireboxer27 GAME LINK

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You need to publish your project, we can’t access it.
Also, post some Screenshots here to entice people to play.

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Apologies, screenshots uploaded and the project is now public, appreciate you letting me know.

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Fun time, but the game broke after some time. No dice appeared, and hitting play would send me right back to the shop as though I played the same hand that I had played previously.

Can I check what was the target score at that point? I’m still working through some bug fixes to keep the game playable endlessly.

It was 1000, and my score got stuck around 2k

Thank you for getting back, I think I’ve fixed the bug.

Will have a new playable build in the near future with more dice and items, and an updated shop menu.

Version 0.2: New Major Update

Any playtesting/feedback is very much appreciated.

This release was focused on adding a few new dice and items to the game, reworking the shop as well as minor tweaks and bug fixes.

Currently the game finishes once you reach the target of 1000, but this will be fixed in future updates.

The new dice and items add more variety and ways to beat the game.

I feel the game is in a much better state now with a proper game loop.

Balance will be continually reworked throughout development, so any playtesting and feedback is greatly appreciated.

Don’t forget to join the discord if you want to help with further development and playtesting.

Thanks for playing!

LINK TO THE GAME

MAJOR UPDATE: VERSION 0.3

Very happy to announce the release of Version 0.3 of Cluiche Disli

This release comes with a huge amount of updates and QOL features.

ITEMS:

Item system has been completely re-worked and a total of 13 items are now available in the game.

I won’t list them all out here, but in summary they all provide various level of bonus to the player, whether increased mult, score or unique features.

QOL:

You can now more accurately decide how the dice are rolled around the board, both by re-rolling specific dice but also the play & reroll buttons now have a strength meter that determines how hard the dice are rolled around the board. Useful for positioning dice in certain areas.

The shop has been slightly reworked, items can now be sold while in the shop and information has been reduced to show only what is necessary.

Many Bug fixes, too long to list, but rest assured that the game is far more stable and many edge case scenarios have been fixed.

Dice rarity has now been introduced, allowing for better balancing of the game.

Overall the game is in a much better place than V0.2 and I hope you enjoy playing it!

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It’s quite fun! I got to the 30000 target level. Balancing seems quite good, with enough random elements to average out to something fairly predictable.
The progression might be a place to work on, like bosses, choosing / buying player upgrades (+1 permanent plays / re-rolls, item-less mult, …), choice of next level (high target vs special rules vs easy but low reward vs …) and an ultimate goal to reach.

I really like the dice “flinging” mechanic - it would be cool to be able to knock dice to another value, as it introduces interesting choices, risk/reward and skill to dice rolling :slight_smile:

Some notes:

  • Music doesn’t loop?
  • Some sound effects would be nice
  • The tool tip font (for purchases) is hard to read
  • Is there a way to lose dice when you hit the max? There probably should be, to avoid becoming locked into a build. That’s what happened to me.

This is really well made and also fun. I enjoyed 0.2 and I do think this is an upgrade. However, in my opinion, some dice/items could be improved a bit (Item names are highlighted. I do not remember them exactly):

  1. I really liked the Matchsticks in 0.2, since they let the player get rid of dice, even special ones. In 0.3, I couldn’t find any way of getting rid of special dice, just Basic Dice.
  2. Some of the items are unbalanced/frustrating to work with. I wanted to make a build using Slasher Dice, but it was difficult to get started, since it requires 50 money and luck that it appears at the shop. I couldn’t “build” up to it, since most items that work well with it require it (or black hole) to do anything. When I finally got a good Slasher Dice build going (three Two Slashers, one Tape with over 1800 extra damage and one From the Dead), I died on 3000, because Slasher Dice didn’t activate once. I even used all of my rerolls!
  3. The economy options are quite limited. Money Dice are usually the best option, but I tried to play without them. Hole In One is really good early game. However, later on, it doesn’t help at all since, if I am already one-shotting the score, I am set for the future, and if I am not one-shotting the score, I need the money, which I am not getting. Maybe an item that gives 25 money, if you only beat the score on your last roll would be interesting? Bingo Card is way too strong, it gives a good amount of score and money (almost) passively, since spamming dice is usually the best strategy for early game. The Death List Thingy requires Slasher Dice or black hole to actually do anything, both of which are quite expensive. The Up-Down Stock Thingy had the same problem as Hole In One, but more extreme, since you already have to be crushing the scores, and at that point, there isn’t much to spend money on.
  4. Mult is really, really strong. A single Pie and ~15 Basic Dice hard carry mid-game, and probably late game as well. Snake-eyes is just a cheaper, slightly worse Pie, which makes early-game a breeze. I also ran a Mult Dice build and easily got >100 000 score.
  5. 666 felt way too common in the shop. Rolling exactly three sixes, and gaining 666 score from it is a fun idea, but it cannot be built around and it doesn’t help other builds at all, when compared to other items. I do not think it should be removed, but instead made really rare, so it feels more special. Slasher Dice should be more common.
  6. I do not get why Black Hole was nerfed. It scales linearily and is really only useful in mult builds. I did use it to get trillions of score in 0.2, but it was carried by Mult Dice. Did it get a limit because it breaks the screen when it gets too large? I am very biased towards it and I would like it to be unlimited again.

Overall, it was an enjoyable experience and a lot of the items are fun and creative. Safe is currently my favourite item, since it gives money a use late-game, and I love hoarding cash! I do think making some items less railroad-y (items that are designed to specifically help one build and not do much else) would make the experience even better. (simply adding more items also alleviates this problem, I think?). Additionally, some extra ways to control or limit randomness would also make the game less frustrating (especially with Slasher Dice). Maybe like a way to pay money to rig dice?

I really like this game and I am excited for its future! Great work!

@phoenixdk @Luova_Labs

Thank you both for your feedback, it’s extremely helpful and motivating.

I very much intend to keep working on this, it is currently quite barebones, especially in terms of sound effects/music, which is something I don’t intend to work on until I have a very strong foundation for the game.

The shop has gone through and will continue to go through different iterations, I agree that there needs to be a better balance of when items/dice appear and how much they cost.

I plan to have something in the region of 100+ items/consumables, enough to give the game a large amount of variety and replayability. Hopefully this will give different builds equal chances of achieving high scores and not have one standard build be the main option.

Items like the Matchstick will be reintroduced at a later stage, I am reworking how they are implemented. Black Hole will also be worked on as I try to figure out how to combine it with other aspects of the game.

I also agree that having someway of controlling randomness is needed, I think it would give the player more agency and to not always be stuck with what they have.

Also some QOL features are due to be added, selling dice in the shop, better level scaling and a load of other things that hopefully will make the game more pleasing to play.

Your feedback helps massively with balancing things out and having different approaches to builds and the overall game.

I’m currently working through ideas for 0.4 and will update here once it is playable.

Again, thank you for your feedback and if anybody else has played it and has things to say, positive or negative, I’m eager to listen.

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Very happy to help :smiley:

It sounds like you know which direction to go, I’m really looking forward to seeing more of this :slight_smile:

I’ve had that dice-knocking effect on my mind, and had the thought that you could have dice with more sides, like 12 / 20 / n sided dice… but they’re more rounded, and roll more easily, so they’re more susceptible to being knocked into. I imagine it would be great fun try and precision-knock like billiards, or to have loads of many-sided dice rolling everywhere… and it’s a particular mechanic I haven’t seen before. Anyway, just a thought.

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That would be an interesting mechanic, I’m looking to add mechanics that focus more on positioning your dice or having specific dice knock into each other.

Appreciate the feedback!

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I am very pleased to annouce a new version of Cluiche Disli is available, V0.3.1

This update was primarily focused on adding more gameplay mechanics around collision and general QOL updates.

Cluiche Disli is steadily getting more stable and enjoyable, and I hope you enjoy playing it.

Thanks!

UPDATE LOG:

New dice:

The bowling ball is our newest addition to dice in the game. It is designed to be used a collision object, as it does not give any score by itself.

Instead it gives score when it collides with other dice. It also has a much higher mass than other dice, allowing it to plough through your field of dice.

Bumpers:

Bumpers are a brand new addition to Cluiche Disli. These function different to dice, in that the player does not have direct control over them, but instead hits dice into them to gain their various effects. Currently there are two bumpers in the game, but this will be greatly expanded in further uptaes.

Scoring:

I have changed how scoring is handled, as previously the game would add scores one by one, which caused a severe halt in gameplay during late stages of a run. Now the game adds up all scoring from seperate sources and adds them to your score at a single time, vastly reducing time spent waiting for the score to change

Ui Updates:

I have increased font size for various elements and tweaked colours to make the Ui more readable and pleasing to the eye.

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Nice update! My notes while playing:

  • The bumping and knocking dice around works well I think, it’s quite fun, and it makes dice placement more important :slight_smile:
  • Did the targeting system change? It feels a little wonky, I think I’d prefer a drag-and-release kind of thing. Of course that might cause problems for dice that are too close to the edge to leave room for dragging.
  • It feels a little odd that rerolls can’t be spent on the last roll.
  • Why not let dice roll on every play, rather than just when the level starts? I think that would be enjoyable to watch, and have some inherent benefits with the bumping mechanics.
  • A shop reroll should have a cost.. maybe I’m just not seeing it?
  • Did the game get harder? I played around five games and never got past the 100 point challenge.

Thank you for the feedback:

  • I’m glad you enjoyed the focus on collision and dice placement, overall that was the goal with this update, hoping to expand it further down the line.
  • I didn’t change the code under the hood, I’ve just added an arrow direction indicator to show you where the dice will go. I like the idea of a drag and release method, I will consider adding that in future updates.
  • Do you mean once you have 0 plays left? So you would have rerolls left over at the end of a round that you still want to use? I agree that being something to add in, maybe give the player an option to leave the level once the scoring is finished or stay till they have exhaused all plays and rerolls.
  • They currently do reroll after each play, but they stay on the board. I’m not opposed to having them reroll back onto the board after each play, but I feel that would take away from the positioning aspect as the entire board would get reset after each play which would take away from giving the player a chance to setup their board just right to achieve some kind of synergy. Maybe there is a middle ground by giving the player a choice to do both, potentially something I can look into for future updates.
  • Shop rerolls currently don’t have a cost, but I plan to implement that on the next update, should be only a few lines of code, just not gotten around to doing it.
  • Yes, I ‘ve increased the score threshold for every level, as I felt before it was too easy. I’m still trying to find the sweet spot, as I don’t want players to blaze through the game without thinkign about some kind of strategy, but at the same time don’t want them to not have the chance to build that synergy.

Thank you for playtesting again and giving feedback, you’ve been really helpful over these last few updates and I hope to have another update at some point soon!

I agree, the positioning should be predictable. Maybe the movement is slight, or only some types of dice move on re-roll, for instance? It’s not a current priority, I think :slight_smile:

I prefer the difficulty as it was… certainly for the first handfuls of levels. Don’t forget that you’re probably the best Cluiche Disli player in the known universe :slight_smile:

Obviously it’s a balance, but more challenge doesn’t necessarily mean more fun. I feel like this game has a more playful vibe, inviting the player to take chances. The tighter the margin for error gets, the more the player is encouraged to play safe and cheesy instead.

  • Maybe it’s something I can look into once the amount of dice in the game has expanded and the player has a lot more choice of what to bring into the game
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  • That is a fair assessment, it’s something I’m constantly tweaking so your feedback is useful for balancing it out, I don’t want it to be too easy that the player doesn’t think about combos and synergies
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