Dice Roguelike — Game Concept v3

Status: Design complete — archetypes added, balance pass applied Last Updated: 2026-04-06 Supersedes: game-concept-v2.md

A solo roguelike where you roll elemental dice, build Yahtzee hands for damage, and trigger elemental combos that chain devastating effects across multiple monsters. Permanent PoE-style skill tree between runs. Balatro's scoring depth meets elemental synergy.

Elevator Pitch: Yahtzee meets Balatro meets Path of Exile. Roll dice, make hands, trigger elemental combos, build your tree.


1. Core Game Loop

Per-Run Loop

  1. Map — STS-style branching path, 15 floors, choose your route
  2. Combat — dice combat encounter (1-3 monsters)
  3. Reward — relic / consumable / skip bonus
  4. Repeat — until boss defeated or HP = 0

Combat Turn (alternating turns — player then enemies)

  1. Roll dice pool (5d6 base, each die has % chance to be elemental)
  2. Hold dice / reroll (2 base rerolls) — held elemental dice keep their element
  3. Use consumables to manipulate dice (optional)
  4. Choose target enemy → score hand → deal damage to target
  5. Elemental combo check → if elements match a combo, trigger bonus effect
  6. Stun check → if single-hit damage > 30% target's max HP, target is stunned 1 turn
  7. Enemy phase → each living, non-stunned enemy executes their intent (damage OR interference)
  8. Status effects tick (burn damage, freeze/stun expiry)
  9. Next turn

Session Loop (~30-60 min per run)

  • 15-floor dungeon, ~10-12 combat encounters per run
  • Natural stopping points: after each floor, at shops/rest nodes
  • "One more run" hook: skill tree progression + new build ideas

Meta Loop (between runs)

  • Earn skill points (win or lose) from two sources:
    • Base formula (floor-scaled): deeper floors worth more. Floors 1-7 = 0, 8-10 = 0.2/floor, 11-14 = 0.4/floor, 15-19 = 0.5/floor, 20+ = 0.6/floor. Bosses +2 each. Combos capped at +3. Early deaths (before floor 7) earn 0 base SP.
    • Achievements: one-time milestone bonuses (2-8 SP each) — front-loads ~55 SP across first 10-15 runs
  • Lifetime SP cap: 100 — forces build specialization. 100 SP fills ~55-65 nodes out of ~95 allocatable (with choice locks). Can't fill the whole tree — pick your path.
  • Achievement categories: progression milestones, archetype completions, skill milestones (first combo, five-of-a-kind), challenge runs (no relics, full HP, speed)
  • Allocate points in permanent skill tree
  • Unlock new keystones, improve elemental chances, grow base stats
  • Try different builds: Pyromaniac, Permafrost, Purist, etc.
  • Natural diminishing returns: achievements dry up, base SP scales with depth but cap stops accumulation
  • UI shows lifetime progress: "+X Skill Points (Y/100)" on run end

2. Combat System

Player Stats

StatBase ValueNotes
HP80Persistent across encounters. Healable at rest nodes and shops.
Dice Pool5d6Expandable via relics (Twin Dice → 6d6)
Rerolls2 per turnPersists across turns within encounter. Expandable via relics/tree.
Consumable Slots3Expandable via relics

Monster Design

  • 1-3 monsters per encounter (basic: 1-2, elite: 1-2, boss: 1 + 0-2 adds)
  • Each monster shows intent at start of turn: damage, interference, defend, heal, or buff
  • Player chooses which enemy to target with hand damage

Intent Types

IntentWhat it does
AttackDeal HP damage to player (5-15 per hit depending on tier)
InterfereMess with dice (SNIPE, CHAOS, BURN, GRAVITY, etc. — existing system)
DefendGain block/shield
HealRecover HP
BuffStrengthen self or allies

Key design: damage-dealers vs disruptors create interesting targeting decisions. Kill the disruptor messing with your dice? Or the heavy hitter draining your HP?

Monster Tiers

TierHP RangeDamage RangeCountNotes
Basic20-405-81-2Simple intents, 1 action/turn
Elite50-808-121-2Complex intents, may have 2 actions/turn
Boss120-18010-151 (+0-2 adds)Multi-phase, 2-3 actions/turn, adds spawn

Stun Mechanic

  • If a single hit deals > 30% of the target's max HP, the target is stunned for 1 turn
  • Stunned enemies skip their next action (no damage, no interference)
  • Stun is separate from Freeze (elemental status) — both can apply
  • Bosses have stun resistance: threshold is 40% instead of 30%

Damage Formula

hand_damage = (base_chips + scoring_die_values) * multiplier
final_damage = hand_damage * streak_modifier * relic_modifiers
  • If target has Vulnerable status: final_damage *= 1.25
  • If target is Frozen and hit by non-Ice: final_damage *= 1.0 (normal)
  • If target is Frozen and hit by Ice combo: final_damage *= 1.5

Enemy Interference (applied during enemy phase)

SNIPE, CHAOS, WEAKEN, GRAVITY, BURN (die removed temporarily), STEAL_REROLL, LOCK_HOLD, STEAL_DIE, CURSE, EVENODD, RIG, LOCK_DIE, STRIP_ELEMENT — all existing effects remain. These are now one possible intent type, not the only thing enemies do.

STRIP_ELEMENT (Dispel): Strips elemental status from N dice. Only activates if player has 5%+ elemental chance per die — otherwise falls back to an attack. Used by Beholder (boss, 3 dice) and Frost Wraith (elite, 2 dice).

Deep Freeze (elite/boss SNIPE): Value crushed to 1. Excluded from combo detection and elemental contributions. Value added as flat damage only. Soft freeze (basic): value locked, still counts in combos and elements.


3. Elemental Dice System

Core Mechanic

  • All dice are d6. On each roll, there is a single % chance that 1 die becomes elemental
  • Base chance: 5% per roll (upgradeable via skill tree, up to ~25% at deep investment)
  • This is a per-die check (3% base) — each die rolls independently, so multiple elemental dice can appear naturally
  • Element is random: Ice (blue), Fire (red), Wind (green), Lightning (purple)
  • The die's number = damage (used for hand evaluation as normal)
  • The die's element = combo fuel (color-coded glow on the die face)
  • Held dice keep their element — you can strategically hold elements to build combos

Early Game Guarantee

  • Floors 1-3: At least 1 die is guaranteed elemental per roll
  • This teaches the system before chance takes over
  • After floor 3: pure % chance (5% base)

Elemental Combo Detection

After hand damage is dealt, check rolled elements for combo matches. Only the highest-tier matching combo triggers (no stacking).

Priority: 4-element > 3-element > 2-element > no combo

2-Element Combos (Dual)

ComboElementsDamage %Effect
Thermal ShockIce + Fire60%Deal bonus damage + apply Vulnerable (2 turns)
Frost LanceIce + Wind50% AoEHit all enemies, 25% chance to Freeze each
Flame PillarFire + Wind55% AoEHit all enemies, apply Burn (15%, 2 turns)
Cryo SurgeIce + Lightning45%Hit 2 random enemies, +5% damage per status on targets
Arc FlareFire + Lightning70% mainHighest damage to main target, 30% splash to others, Burn (10%)
Thunder StormWind + Lightning40% x3Hit 1 random enemy 3 times

3-Element Combos (Triple)

ComboElementsDamage %Effect
CataclysmIce + Fire + Wind90% AoEHit all, Burn (15%, 2 turns), 20% Freeze
OverloadIce + Fire + Lightning110% mainVulnerable, 40% splash, +10% per status
TempestFire + Wind + Lightning50% x2 AoEHit all 2 times, 20% Freeze, +10% per status
MaelstromIce + Wind + Lightning25% x6Hit 1 random 6 times, 25% Freeze, Frozen +50% damage, final hit 20% splash

4-Element Combo (Ultimate)

ComboElementsEffect
SingularityIce + Fire + Wind + Lightning120% AoE damage + apply Burn + Freeze + Vulnerable to ALL enemies.

Singularity damage = hand_damage * 1.20

Status Effects

StatusSourceDurationEffect
BurnFire element2 turnsTake 8 damage/turn (base, boosted by skill tree)
FreezeIce element1 turnSkip next action (15% chance, boosted by skill tree)
ChillIce element2 turnsDeals 25% less damage (applied when freeze fails)
VulnerableLightning element, combos2 turnsTake 25% more damage from all sources
  • Burn stacks (multiple applications = higher tick damage)
  • Freeze does not stack (refreshes duration)
  • Vulnerable does not stack (refreshes duration)

Elemental Dice Visuals

  • Normal die: white/grey face, black pips
  • Ice die: blue glow, frost particles on edges
  • Fire die: red/orange glow, ember particles
  • Wind die: green glow, swirl particles
  • Lightning die: purple glow, spark particles
  • When a combo triggers: dramatic flash + combo name text + screen shake

4. Dice Hands (Scoring)

Unchanged from v2. All 19 hand types remain:

HandChipsMultMin Dice
High Die2x1.01
Pair5x1.02
Two Pair8x1.04
Three of a Kind10x1.53
Straight12x1.55
Full House14x2.05
Three Pair16x2.06
Long Straight18x2.56
Two Trips20x2.56
Four of a Kind18x2.54
Full Keep22x3.06
Four Pair24x3.08
Five of a Kind25x4.05
Royal Keep30x4.57
Double Quad35x5.08
Royal House38x5.58
Six of a Kind40x6.06
Seven of a Kind55x8.07
Eight of a Kind75x10.08

Hand scoring is separate from elemental combos. A roll can produce both a strong hand AND a combo — that's the dream scenario.


5. Permanent Skill Tree

Structure: PoE-Style Web

  • Center: Starting node (all players begin here)
  • 4 elemental branches: Ice (north), Fire (east), Wind (south), Lightning (west)
  • 4 general branches: HP/Defense (NE), Damage/Chips (SE), Utility/Rerolls (SW), Economy/Gold (NW)
  • Branches interconnect at edges — you can path from Fire through Damage to Lightning

Node Types

Small Nodes (1 point each) — incremental stat gains:

  • +1% elemental dice chance per die
  • +2 max HP
  • +1 base chips to all hands
  • +0.05 base mult
  • +1 gold per combat
  • +1% Burn damage
  • +1% Freeze chance

Notable Nodes (3 points each) — meaningful boosts at branch intersections:

  • +5% Fire dice chance
  • "Burn lasts +1 turn"
  • "+1 reroll per encounter"
  • "Start each run with 10 extra gold"
  • "+3 chips to all Pair-type hands"
  • "Consumables have 15% chance to not be consumed"
  • "+10% combo damage"

Keystones (5 points each) — build-defining, with tradeoffs:

KeystoneLocationEffectTradeoff
PyromaniacEnd of Fire branchAll elemental dice are Fire. Burn deals 3x damage.No other elements ever appear. No non-Fire combos.
PermafrostEnd of Ice branchFreeze duration +2 turns. Ice combo damage +50%.Fire dice chance = 0%. No Fire combos.
StormcallerEnd of Lightning branchLightning combos chain +2 targets. +20% Lightning combo damage.-1 reroll
Gale ForceEnd of Wind branchWind combos +2 hits. +15% Wind combo damage.-1 reroll per encounter
ElementalistCenter intersection of all 4 branchesAll 4 elements equally likely. Combo damage +30%.Small nodes give 50% value
PuristEnd of Utility branchNo elemental dice ever appear. All hand scores x1.5. +1 reroll.Zero elemental interaction
Glass CannonEnd of Damage branchAll damage x1.75.Max HP halved
GamblerEnd of Utility branch+2 rerolls. 15% chance each reroll upgrades a die to elemental.-20% combo damage
Thick HideEnd of HP branch+30 max HP. Heal 5 HP per combat.-20% all damage dealt
Merchant PrinceEnd of Economy branchShops cost 20% less. +10 gold per elite/boss.-10% combo damage

Point Economy

  • Base SP per run (floor-scaled, deeper = more):
    • Floors 1-7: 0 SP (early death = no base reward)
    • Floors 8-10: 0.2 SP/floor
    • Floors 11-14: 0.4 SP/floor
    • Floors 15-19: 0.5 SP/floor
    • Floors 20+: 0.6 SP/floor
    • +2 SP per boss killed
    • +1 per elemental combo (capped at 3)
  • Achievement SP (one-time bonuses, ~55 total):
    • Progression: Clear Act 1 (+5), Act 2 (+5), First Victory (+8)
    • Archetypes: +3 each for completing a run (x7 = +21)
    • Skill: First combo (+2), Five-of-a-Kind (+3), Six-of-a-Kind (+5)
    • Challenge: Win 3 archetypes (+5), No relics (+5), Full HP (+5), 100+ dmg hand (+3), Sub-10min win (+3)
  • Example runs:
    • Die floor 5, first run: 0 base + 3 achievement = 3 SP
    • Beat Act 1 boss, first time: ~3 base + 8 achievement = 11 SP
    • Full victory, first time: ~9 base + 21 achievement = 30 SP
    • Veteran full victory: ~9 base + 0 = 9 SP
  • Lifetime cap: 100 SP — enforced across base + achievements
  • Respec: Free (click nodes to toggle). No point cost.

Approximate Tree Size

  • 146 nodes: ~80 small (1 SP), ~40 notable (3 SP), ~17 keystones (5 SP), 8 bridges (3 SP)
  • Choice locks: allocating Path A locks Path B per branch. Max allocatable ~95 nodes (~172 SP)
  • With 100 SP cap: can fill ~55-65 nodes. Enough for 1 deep specialization + some cross-branch picks
  • A focused keystone build costs ~30-40 SP
  • New players reach their first keystone after ~3-4 runs (achievements front-load progression)

5b. Dice Archetypes (6 Playable Characters)

Each archetype starts with different stats, a unique signature relic (not in the shared pool), and an optional starting consumable. The same relic/consumable pool is available to all — build identity comes from starting conditions pushing toward certain strategies.

Archetype Table

#NameHPRerollsDiceSignature RelicSpecial
1The Gambler7035Loaded Dice: Pairs +12 chips, unmatched dice -2 chips20% chance reroll upgrades a die to 6. Starts with "Double or Nothing" consumable
2The Strategist8516Sequence Master: +3 chips per die in longest straightOnce per combat, lock one die before rolling
3The Bruiser10025Go Big: Each 6 +8 chips, each 5 +4 chips. Three+ 6s doubles chip damageStarts with "Titan's Roar" consumable
4The Trickster6535Penny Pincher: Each 1/2 +5 chips AND +1 goldCan hold 3 dice. Free Flip per turn. Starts with Flip consumable
5The Elementalist7525Elemental Lens: +5% elem chance, combo damage +20%Elemental dice always appear in pairs. Elemental unlocked from start
6The Wanderer8025Adaptable: +3 chips and +2 gold per unique value. +1 reroll per relic (max +3)+15 starting gold. Shops always have a relic

Design Rationale

  • No shared starting relics — signature relics are archetype-exclusive, can't be found in shops/rewards
  • Trade-offs are stat-based: Gambler/Trickster trade HP for manipulation tools. Bruiser trades finesse for survivability. Strategist trades rerolls for an extra die.
  • Build direction, not build lock: all archetypes share the same relic pool. The starting conditions make certain relics better for you, but any relic can still appear.

6. Map System

3-Act Structure

The run spans 3 acts, each with 15 floors (45 floors total). Each act has a unique biome theme, monster pool, and boss. Difficulty escalates per act.

ActFloorsThemeBackgroundMonsters
Act 1: The Depths1-15Dungeon / Catacombsdungeon, catacombs8 basic, 4 elite, 2 boss
Act 2: The Inferno16-30Volcanic / Infernalinfernal8 basic, 4 elite, 2 boss
Act 3: The Throne31-45Royal / Celestialthrone8 basic, 4 elite, 2 boss
  • Total: 24 basic, 12 elite, 6 boss = 42 unique monsters
  • Each act's boss is fought at the final floor (F15, F30, F45)
  • Between acts: full heal + bonus shop with rare relics
  • Act 2/3 monsters are strictly harder — no Act 1 monsters reappear
  • Difficulty scales through HP, damage, and more complex action patterns per act

Per-Act Structure

STS-style branching map per act. 5 columns x 15 floors. 4 paths with crossovers. Act boss at floor 15 of each act.

Node Types

NodeIconFrequencyWhat Happens
CombatSword~45%Fight 1-2 basic monsters. Reward: relic/consumable/skip bonus.
EliteSkull~10%Fight 1-2 elite monsters. Better rewards. Not before F5.
ShopCoinGuaranteed F4, F9 + 10% elsewhereBuy relics, consumables, HP, dice upgrades
RestCampfireGuaranteed F8, F13Heal 25% HP. Option: upgrade a relic instead of healing.
BossCrownF15 onlyBoss fight. Run ends on win.
TrapSpike~8%Lose 5-10 HP or 5-15 gold. Reward: shortcut (skip 1 floor) or bonus item. Player can try to disarm (dice check).
TemplePillar~5%, not before F6Themed temple (Ice/Fire/Wind/Lightning). Fight elemental guardian. Win: choose themed upgrade OR generic upgrade.
Hidden Room?~7%Random event. Could be: free relic, curse, gamble, lore, NPC trade.
ShrineStar~5%Free random blessing from 14 options: healing, rerolls, consumable, elemental chance, gold, max HP, max hold, interest cap, +chips, damage reduction, combo bonus, heal-per-combat, lucky rerolls, gold-per-combat.

Guaranteed Floors

  • F0: Combat (tutorial)
  • F4: Shop
  • F6+: Temples can appear
  • F8: Rest
  • F9: Shop
  • F13: Rest
  • F14: Pre-boss (elite or shrine)
  • F15: Boss

Constraints

  • No elite before F5
  • No elite → elite adjacent
  • No rest → rest adjacent
  • Temples not before F6
  • At least 1 shrine per run (guaranteed by F7)
  • Hidden rooms placed randomly, max 2 per run

7. Reward & Economy System

Combat Rewards (after basic/elite fights)

Choose 1 of 3 options:

  1. Relic — passive effect for the run
  2. Consumable — one-time use manipulation item
  3. Skip — gain bonus: 8-15 gold + random small gift (HP potion, common consumable, or +1% elemental chance per die for 3 combats)

Relic Rarity Tiers

RarityDrop SourcePower Level
CommonBasic combat rewards, shopsSmall stat boosts, quality of life
UncommonElite combat rewards, shops, templesMeaningful build-around effects
RareBoss rewards, temples (rare), expensive shop itemsBuild-defining, powerful synergies
  • Basic combat: offers 1 Common relic (or consumable or skip)
  • Elite combat: offers 1 Uncommon relic (or consumable or skip)
  • Boss combat: offers 1 Rare relic (always — no skip option for bosses)
  • Shops: mix of all rarities with prices: Common 30g, Uncommon 60g, Rare 100g

Gold Economy

SourceAmount
Basic combat+8-12 gold
Elite combat+18-25 gold
Boss combat+35-50 gold
Skip reward bonus+8-15 gold
Efficient relic (unused turns)+8 per unused turn
Traps (if disarmed)+10-20 gold
SinkCost
Common relic (shop)30 gold
Uncommon relic (shop)60 gold
Rare relic (shop)100 gold
Consumable (shop)10-20 gold
Heal 20 HP (shop)25 gold
Remove a curse (shop)50 gold

Consumable Buffs (to make them competitive with relics)

Consumables should feel like tactical tools, not inferior relics:

  • Set Die: Force any die to any value (1-6). Powerful for completing hands.
  • Clone: Duplicate a die (add copy to pool for this turn). Enables bigger hands.
  • Flip: Invert a die (1↔6, 2↔5, 3↔4). Cheap, versatile.
  • Add Die: +1 temporary die this turn. More combo fuel.
  • Reforge: Re-randomize all non-held dice AND give each 25% elemental chance (per-die check).
  • Elemental Charge: Force 1 random die to become a specific element (player chooses).
  • Shatter: Deal die value as direct damage (bypasses hand scoring). Emergency removal.

New consumables for v3:

  • Prism: All elemental dice this turn count as every element (guarantees combo if 2+ elemental).
  • Tempering: Upgrade all current elemental dice to the next combo tier (2 elementals → treated as 3).
  • Purify: Remove all debuffs from your dice pool (clear burns, freezes, curses).

8. Relics (Revised)

All existing relics from v2 remain, reorganized by rarity tier. New relics added to support elemental builds:

New Elemental Relics

RelicRarityEffect
Ember CoreCommon+3% Fire dice chance
Frost ShardCommon+3% Ice dice chance
Wind ChimeCommon+3% Wind dice chance
Spark PlugCommon+3% Lightning dice chance
Elemental LensUncommon+2% elemental dice chance per die (any element)
Combo AmplifierUncommonElemental combo damage +20%
Prismatic DieRareOne die is always elemental (random element each roll)
Resonance CrystalRareWhen a combo triggers, 30% chance to trigger the next tier up
Status SpreaderUncommonStatus effects applied by combos last +1 turn
CatalystRareSingularity (4-element combo) damage x2

9. Status Effects (Complete List)

From Elemental Combos

StatusDurationEffectStacking
Burn2 turns15% of combo damage at start of each turnStacks (additive damage)
Freeze1 turnSkip next actionDoes not stack, refreshes
Vulnerable2 turnsTake 25% more damageDoes not stack, refreshes

From Stun Mechanic

StatusDurationEffectStacking
Stun1 turnSkip next action (from raw damage, not elemental)Does not stack

From Enemy Interference

StatusDurationEffect
Burned Die2 turnsDie removed from pool temporarily
Locked DieUntil rerolledDie can't be held or rerolled, excluded from scoring
Cursed Dice1 turnAll dice values reduced by N

"Locked" (enemy effect on player dice) is distinct from "Freeze" (elemental status on enemies).


10. Monster Encounter Design

Act 1: The Depths (Dungeon / Catacombs)

Basic (8): Skeleton Warrior, Dungeon Rat, Cave Spider, Slime, Zombie, Bat Swarm, Cultist, Mushroom Elite (4): Bone Knight, Mimic, Wraith, Dungeon Troll Boss (2): Necromancer (summons adds), Crypt Guardian (multi-phase)

TierHPDamageEncountersNotes
Basic (F1-5)20-305-71 monsterSimple intents, teach mechanics
Basic (F6-10)30-407-91-2 monstersMixed intents, disruptor + bruiser combos
Elite (F5+)50-708-111-2 monstersComplex intents, strong interference
Boss (F15)120-16010-141 + 0-2 addsMulti-phase, 2-3 actions/turn

Act 2: The Inferno (Volcanic / Infernal)

Basic (8): Fire Imp, Lava Hound, Ember Sprite, Ash Walker, Magma Crawler, Flame Cultist, Charred Skeleton, Smoke Phantom Elite (4): Infernal Knight, Lava Golem, Flame Witch, Hellhound Alpha Boss (2): Demon Lord (AoE fire attacks), Forge Master (buffs adds, crafts weapons)

TierHPDamageEncountersNotes
Basic35-508-111-2 monstersMore interference, fire-themed effects
Elite65-9010-141-2 monstersBurn synergy, multi-action
Boss (F30)160-20012-171 + 1-2 addsAdds are stronger, boss has fire aura

Act 3: The Throne (Royal / Celestial)

Basic (8): Royal Guard, Crystal Golem, Arcane Sentinel, Shadow Assassin, Storm Eagle, Void Rift, Throne Warden, Cursed Noble Elite (4): Dragon Knight, High Sorcerer, Champion of the Throne, Abyssal Watcher Boss (2): Dragon King (all elements, 3 phases), The Void (Singularity-themed, consumes statuses)

TierHPDamageEncountersNotes
Basic45-6510-132 monstersComplex intents, buff allies, may have 2 resistances
Elite80-11012-161-2 monstersMulti-action, elemental synergy with each other
Boss (F45)200-25014-201 + 2 addsFinal test. Dragon King uses all 4 elements. The Void punishes status-heavy builds.

Totals: 24 basic, 12 elite, 6 boss = 42 unique monsters

Elemental Resistance System

Removed — all monsters are neutral to all elements. Elemental strategy comes from combo selection and status effects, not type matchups. May revisit in v4+.


11. Difficulty & Balance Targets

Per-Floor Power Curve (3 Acts)

FloorActExpected Player HPExpected Hand DamageElemental Combo Rate
1-3180 (full)15-25Guaranteed (tutorial)
4-7165-7525-40~5-10%
8-15150-6540-60~10-15%
16-22280 (healed between acts)50-70~12-18%
23-30255-7070-100~15-22%
31-37380 (healed between acts)80-120~18-25%
38-45350-65100-180+~20-30%
15 (boss)35-5080-150+~20-30% (deep tree + relics)

Win Rate Target

  • First run (no tree): ~5% win rate (learn mechanics)
  • After 5 runs (~30 tree points): ~20% win rate
  • After 15 runs (~80 tree points): ~40% win rate
  • Optimized build: ~60-70% win rate

Balance Levers

  • Monster HP/damage per floor
  • Elemental dice base chance (currently 5%)
  • Combo damage percentages
  • Skill tree point costs
  • Relic drop rates per rarity
  • Shop prices
  • Healing amounts at rest nodes

12. Visual & Audio Direction

Elemental Dice Visuals

  • Normal: White/grey die, black pips
  • Ice: Blue glow, frost particles on edges, cool shimmer
  • Fire: Red/orange glow, ember particles, heat distortion
  • Wind: Green glow, swirl particles, gentle wobble
  • Lightning: Purple glow, spark particles, electric crackle

Combo Trigger VFX

  • 2-element: Quick flash + combo name text overlay (0.5s)
  • 3-element: Screen shake + larger flash + combo name + effect particles (1s)
  • 4-element (Singularity): Full screen flash, dramatic pause, particles everywhere, unique sound (1.5s)

Skill Tree UI

  • Dark parchment background
  • Nodes as glowing orbs connected by lines
  • Allocated nodes glow brightly, available nodes pulse softly
  • Keystones are larger, diamond-shaped, with unique icons
  • Element branches color-coded to match dice colors

Asset Sources

  • Backgrounds: Generated via tools/generate_backgrounds.py (FLUX.1-schnell via HF API + post-processing). 4 themes: dungeon, catacombs, infernal, throne.
  • Icons: Kenney 1-bit pack at ~/Downloads/Game Dev Assets/1-bit_Pixel_Icons/Sprites/ — covers relics, consumables, UI elements, map nodes.
  • Monster sprites: Existing pixel art in assets/art/enemies/. New monsters need new sprites (commission, generate, or adapt from asset packs).
  • Elemental VFX: CPUParticles2D (no GPU particles). Shaders for die glow and status effects.

13. Implementation Priority

Phase 1: Combat Rework (foundation)

  1. Replace 3-lives with HP system (80 base)
  2. Implement alternating turns (player → enemies)
  3. Add multi-monster encounters with targeting
  4. Enemy intent system: damage OR interference
  5. Stun mechanic (>30% max HP threshold)
  6. Rebalance all monster stats for HP-based combat

Phase 2: Elemental Dice

  1. Elemental dice roll chance system
  2. Element assignment on roll (color-tinted visuals)
  3. Hold preserves element
  4. Combo detection (best-only, priority-ordered)
  5. Combo effect execution (damage %, AoE, status)
  6. Status effect system (Burn, Freeze, Vulnerable)
  7. Early game guarantee (floors 1-3)

Phase 3: Map & Economy

  1. New node types (Trap, Temple, Hidden Room, Shrine)
  2. Relic rarity tiers
  3. Skip reward bonus
  4. New consumables (Prism, Tempering, Purify)
  5. New elemental relics
  6. Rebalanced gold economy

Phase 4: Skill Tree

  1. Tree data structure and node definitions
  2. Point earn system (post-run)
  3. Tree UI (web layout, allocation, respec)
  4. Small/Notable/Keystone node effects wired into gameplay
  5. Keystone tradeoff enforcement

Phase 5: Polish & Balance

  1. Elemental dice VFX (shaders, particles)
  2. Combo trigger animations
  3. Balance pass: 10+ test runs
  4. Victory/Game Over screens with run stats
  5. Skill tree integration with run stats display

14. Resolved Design Questions

QuestionDecisionRationale
Elemental chance: per-die or per-roll?Per-die (2% base)Each die checked independently. Multiple elementals possible naturally. Relic/skill bonuses feel meaningful per die. Elementalist doubles chance per die.
Rename "Frozen Die"?Yes → "Locked Die"Avoids confusion with Freeze (elemental status on enemies).
Singularity special animation?Yes, dramatic pause + unique VFX4-element combo should feel like hitting a Balatro jackpot. 2-3 second moment.
Skill tree total points?~160 (never max out)PoE-style — always something to work toward. Forces specialization and build identity.
Daily challenge mode?Deferred to post-launchNice to have, not core. Focus on main loop first.
Character selection / classes?Deferred to v4Skill tree keystones already provide class identity. Full classes are a major content update.
Monster elemental resistances?RemovedAdds complexity without fun. Strategy comes from combos + statuses instead. May revisit v4+.
Temple elemental affinity?Themed with choiceTemples have elemental theme (visuals, guardian). Reward offers themed upgrade OR generic. Adds map strategy without forcing it.

15. Relic Catalog

All relics in the game. Relics are passive effects that last the entire run.

Scoring Relics

RelicRarityDescription
Loaded DiceCommonPairs and Two Pairs get +8 chips
Go BigCommonDice showing 5 or 6 get +4 chips each
Penny PincherCommon1s and 2s contribute +5 chips each
Never RepeatCommonVariety bonus increased to +50%
AdaptableCommon+3 chips for each unique value in your roll
Big RollerCommonThree of a Kind gets +1.0 mult
Straight ShooterUncommonStraights get +1.5 mult
RainbowUncommonIf all 5 dice are different values, +25 chips
Lucky 7sUncommonIf dice total exactly 7, +2.0 mult
OverchargeUncommon6s contribute 12 chips instead of 6
Snake EyesUncommonPairs of 1s score as Four of a Kind
Combo AmplifierUncommonElemental combo damage +20%
MaximizerRareIf all dice are 4+, +1.5 mult
UnderdogRareIf all dice are 3 or less, +2.0 mult
Double DownRarePairs deal damage twice (50%). Curse: take 3 damage when pairs score
Full House PartyRareFull House scores as Five of a Kind. Curse: -1 reroll per encounter
PerfectionistRareFive of a Kind gets +5.0 mult. Curse: non-Five-Kind hands get -10% damage
Resonance CrystalRare30% chance combo triggers next tier up. Curse: -1 reroll
CatalystRareSingularity damage x2. Curse: -15 max HP

Dice Pool Relics

RelicRarityDescription
Ember CoreCommon+3% Fire dice chance
Frost ShardCommon+3% Ice dice chance
Wind ChimeCommon+3% Wind dice chance
Spark PlugCommon+3% Lightning dice chance
Weighted DieUncommonOne die always shows 6
Crystal DieUncommonOne die has faces [2,2,4,4,6,6]
Pair SeekerUncommonStart each turn with 2 random dice pre-matched
Elemental LensUncommon+2% elemental dice chance per die (any element)
Twin DiceRareAdd a 6th die. Curse: -1 reroll per encounter
Phantom DieRareA ghost die copies your highest roll. Curse: -10 max HP
MirrorRareOne die becomes wild. Curse: 15% chance wild shows 1
Prismatic DieRareOne die is always elemental. Curse: -5 max HP

Rule-Breaking Relics

RelicRarityDescription
Sequence MasterCommon4 consecutive dice also counts as a Straight
Chaos TheoryUncommonAny 3 consecutive numbers count as a Straight

Turn Economy Relics

RelicRarityDescription
EfficientCommonWin with >50% HP: +15 gold
Speed DemonUncommonWin combat in 2 turns or less: gain a random consumable
Run BonusRareScoring a Straight heals 5 HP
Last StandRareBelow 25% HP: x1.75 damage

Scaling Relics

RelicRarityDescription
Warming UpCommon+10% damage per turn (max +40%)
MomentumUncommonEach turn this combat: +3 chips to all hands
Collector's PrideUncommon+2 chips per relic you own
Blood ScentRareEach enemy killed this combat: +8 bonus damage

Utility Relics

RelicRarityDescription
Thick SkinCommon+10 max HP
Lucky CoinCommon+5 gold per combat
Second ChanceCommon+1 reroll per turn
StubbornCommonStolen rerolls become +5 chips instead
Iron WillUncommonImmune to die curses
Mana CrystalUncommon+1 mana per turn
PackratUncommon+2 consumable slots
Status SpreaderUncommonStatus effects last +1 turn
Quick ReflexesRare+5 max HP
SpiteRareWhen enemies interfere with dice, they take 8 damage
RecyclerRare30% chance consumables aren't consumed
Glass CannonRarex1.75 damage, but halve max HP

Joker Relics (Mult Multipliers)

RelicRarityDescription
Mult MagnetUncommonEach relic you own adds +0.3 mult
Greedy FingersUncommon+0.1 mult per 10 gold (max +1.5)
Fever PitchUncommonIf you used all rerolls: x1.5 mult
CrescendoUncommon+0.5 mult for each consecutive scoring turn
ObeliskRareIf base chips > 30: x1.5 mult. Curse: -5 gold per combat
Lucky BreakRare20% chance of x2 mult. Curse: on miss, -1 to a random die
Fire SaleRarex1.5 mult. Lose 5 gold after combat
Blood PactRarex1.75 mult. Lose 10 HP after combat

16. Future Considerations (v4+)

Designed (GDD complete, ready to implement)

  • Shop Combat & Karmadesign/gdd/shop-combat-system.md — Rob the merchant, karma persistence, bodyguards, redemption
  • Player-Echo Boss ("The Curse")design/gdd/player-echo-boss.md — Act 3 boss IS a previous player build, rolls dice against you
  • 2.5D Map Scenedesign/gdd/map-scene-overhaul.md — Adventurer figure, backpack/scroll, scene objects per node type
  • Blind Effectdesign/gdd/blind-effect.md — Status hiding enemy intent, counterplay relics, visual treatment
  • Enemy Intent Displaydesign/gdd/enemy-intent-display.md — STS-style icons above enemy heads
  • Endless Modedesign/gdd/endless-mode.md — Post-victory cycles with scaling difficulty, modifiers, leaderboard

Not yet designed

  • Daily challenge mode with fixed seed + leaderboard
  • Co-op multiplayer (shared dice pool? separate pools with combo synergy?)
  • Dice archetypes (d4, d8, d12 — currently disabled)
  • Act 4+ expansion with new biomes and monster pools
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