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
Map — STS-style branching path, 15 floors, choose your route
Combat — dice combat encounter (1-3 monsters)
Reward — relic / consumable / skip bonus
Repeat — until boss defeated or HP = 0
Combat Turn (alternating turns — player then enemies)
Roll dice pool (5d6 base, each die has % chance to be elemental)
Hold dice / reroll (2 base rerolls) — held elemental dice keep their element
Use consumables to manipulate dice (optional)
Choose target enemy → score hand → deal damage to target
Elemental combo check → if elements match a combo, trigger bonus effect
Stun check → if single-hit damage > 30% target's max HP, target is stunned 1 turn
Enemy phase → each living, non-stunned enemy executes their intent (damage OR interference)
Status effects tick (burn damage, freeze/stun expiry)
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
Stat
Base Value
Notes
HP
80
Persistent across encounters. Healable at rest nodes and shops.
Dice Pool
5d6
Expandable via relics (Twin Dice → 6d6)
Rerolls
2 per turn
Persists across turns within encounter. Expandable via relics/tree.
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
Intent
What it does
Attack
Deal HP damage to player (5-15 per hit depending on tier)
Interfere
Mess with dice (SNIPE, CHAOS, BURN, GRAVITY, etc. — existing system)
Defend
Gain block/shield
Heal
Recover HP
Buff
Strengthen 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
Tier
HP Range
Damage Range
Count
Notes
Basic
20-40
5-8
1-2
Simple intents, 1 action/turn
Elite
50-80
8-12
1-2
Complex intents, may have 2 actions/turn
Boss
120-180
10-15
1 (+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%
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)
Combo
Elements
Damage %
Effect
Thermal Shock
Ice + Fire
60%
Deal bonus damage + apply Vulnerable (2 turns)
Frost Lance
Ice + Wind
50% AoE
Hit all enemies, 25% chance to Freeze each
Flame Pillar
Fire + Wind
55% AoE
Hit all enemies, apply Burn (15%, 2 turns)
Cryo Surge
Ice + Lightning
45%
Hit 2 random enemies, +5% damage per status on targets
Arc Flare
Fire + Lightning
70% main
Highest damage to main target, 30% splash to others, Burn (10%)
Thunder Storm
Wind + Lightning
40% x3
Hit 1 random enemy 3 times
3-Element Combos (Triple)
Combo
Elements
Damage %
Effect
Cataclysm
Ice + Fire + Wind
90% AoE
Hit all, Burn (15%, 2 turns), 20% Freeze
Overload
Ice + Fire + Lightning
110% main
Vulnerable, 40% splash, +10% per status
Tempest
Fire + Wind + Lightning
50% x2 AoE
Hit all 2 times, 20% Freeze, +10% per status
Maelstrom
Ice + Wind + Lightning
25% x6
Hit 1 random 6 times, 25% Freeze, Frozen +50% damage, final hit 20% splash
4-Element Combo (Ultimate)
Combo
Elements
Effect
Singularity
Ice + Fire + Wind + Lightning
120% AoE damage + apply Burn + Freeze + Vulnerable to ALL enemies.
Singularity damage = hand_damage * 1.20
Status Effects
Status
Source
Duration
Effect
Burn
Fire element
2 turns
Take 8 damage/turn (base, boosted by skill tree)
Freeze
Ice element
1 turn
Skip next action (15% chance, boosted by skill tree)
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.
Elemental dice always appear in pairs. Elemental unlocked from start
6
The Wanderer
80
2
5
Adaptable: +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.
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)
Floor
Act
Expected Player HP
Expected Hand Damage
Elemental Combo Rate
1-3
1
80 (full)
15-25
Guaranteed (tutorial)
4-7
1
65-75
25-40
~5-10%
8-15
1
50-65
40-60
~10-15%
16-22
2
80 (healed between acts)
50-70
~12-18%
23-30
2
55-70
70-100
~15-22%
31-37
3
80 (healed between acts)
80-120
~18-25%
38-45
3
50-65
100-180+
~20-30%
15 (boss)
35-50
80-150+
~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)
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)
Replace 3-lives with HP system (80 base)
Implement alternating turns (player → enemies)
Add multi-monster encounters with targeting
Enemy intent system: damage OR interference
Stun mechanic (>30% max HP threshold)
Rebalance all monster stats for HP-based combat
Phase 2: Elemental Dice
Elemental dice roll chance system
Element assignment on roll (color-tinted visuals)
Hold preserves element
Combo detection (best-only, priority-ordered)
Combo effect execution (damage %, AoE, status)
Status effect system (Burn, Freeze, Vulnerable)
Early game guarantee (floors 1-3)
Phase 3: Map & Economy
New node types (Trap, Temple, Hidden Room, Shrine)
Relic rarity tiers
Skip reward bonus
New consumables (Prism, Tempering, Purify)
New elemental relics
Rebalanced gold economy
Phase 4: Skill Tree
Tree data structure and node definitions
Point earn system (post-run)
Tree UI (web layout, allocation, respec)
Small/Notable/Keystone node effects wired into gameplay
Keystone tradeoff enforcement
Phase 5: Polish & Balance
Elemental dice VFX (shaders, particles)
Combo trigger animations
Balance pass: 10+ test runs
Victory/Game Over screens with run stats
Skill tree integration with run stats display
14. Resolved Design Questions
Question
Decision
Rationale
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 VFX
4-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-launch
Nice to have, not core. Focus on main loop first.
Character selection / classes?
Deferred to v4
Skill tree keystones already provide class identity. Full classes are a major content update.
Monster elemental resistances?
Removed
Adds complexity without fun. Strategy comes from combos + statuses instead. May revisit v4+.
Temple elemental affinity?
Themed with choice
Temples 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
Relic
Rarity
Description
Loaded Dice
Common
Pairs and Two Pairs get +8 chips
Go Big
Common
Dice showing 5 or 6 get +4 chips each
Penny Pincher
Common
1s and 2s contribute +5 chips each
Never Repeat
Common
Variety bonus increased to +50%
Adaptable
Common
+3 chips for each unique value in your roll
Big Roller
Common
Three of a Kind gets +1.0 mult
Straight Shooter
Uncommon
Straights get +1.5 mult
Rainbow
Uncommon
If all 5 dice are different values, +25 chips
Lucky 7s
Uncommon
If dice total exactly 7, +2.0 mult
Overcharge
Uncommon
6s contribute 12 chips instead of 6
Snake Eyes
Uncommon
Pairs of 1s score as Four of a Kind
Combo Amplifier
Uncommon
Elemental combo damage +20%
Maximizer
Rare
If all dice are 4+, +1.5 mult
Underdog
Rare
If all dice are 3 or less, +2.0 mult
Double Down
Rare
Pairs deal damage twice (50%). Curse: take 3 damage when pairs score
Full House Party
Rare
Full House scores as Five of a Kind. Curse: -1 reroll per encounter
Perfectionist
Rare
Five of a Kind gets +5.0 mult. Curse: non-Five-Kind hands get -10% damage
Resonance Crystal
Rare
30% chance combo triggers next tier up. Curse: -1 reroll
Catalyst
Rare
Singularity damage x2. Curse: -15 max HP
Dice Pool Relics
Relic
Rarity
Description
Ember Core
Common
+3% Fire dice chance
Frost Shard
Common
+3% Ice dice chance
Wind Chime
Common
+3% Wind dice chance
Spark Plug
Common
+3% Lightning dice chance
Weighted Die
Uncommon
One die always shows 6
Crystal Die
Uncommon
One die has faces [2,2,4,4,6,6]
Pair Seeker
Uncommon
Start each turn with 2 random dice pre-matched
Elemental Lens
Uncommon
+2% elemental dice chance per die (any element)
Twin Dice
Rare
Add a 6th die. Curse: -1 reroll per encounter
Phantom Die
Rare
A ghost die copies your highest roll. Curse: -10 max HP
Mirror
Rare
One die becomes wild. Curse: 15% chance wild shows 1
Prismatic Die
Rare
One die is always elemental. Curse: -5 max HP
Rule-Breaking Relics
Relic
Rarity
Description
Sequence Master
Common
4 consecutive dice also counts as a Straight
Chaos Theory
Uncommon
Any 3 consecutive numbers count as a Straight
Turn Economy Relics
Relic
Rarity
Description
Efficient
Common
Win with >50% HP: +15 gold
Speed Demon
Uncommon
Win combat in 2 turns or less: gain a random consumable
Run Bonus
Rare
Scoring a Straight heals 5 HP
Last Stand
Rare
Below 25% HP: x1.75 damage
Scaling Relics
Relic
Rarity
Description
Warming Up
Common
+10% damage per turn (max +40%)
Momentum
Uncommon
Each turn this combat: +3 chips to all hands
Collector's Pride
Uncommon
+2 chips per relic you own
Blood Scent
Rare
Each enemy killed this combat: +8 bonus damage
Utility Relics
Relic
Rarity
Description
Thick Skin
Common
+10 max HP
Lucky Coin
Common
+5 gold per combat
Second Chance
Common
+1 reroll per turn
Stubborn
Common
Stolen rerolls become +5 chips instead
Iron Will
Uncommon
Immune to die curses
Mana Crystal
Uncommon
+1 mana per turn
Packrat
Uncommon
+2 consumable slots
Status Spreader
Uncommon
Status effects last +1 turn
Quick Reflexes
Rare
+5 max HP
Spite
Rare
When enemies interfere with dice, they take 8 damage
Recycler
Rare
30% chance consumables aren't consumed
Glass Cannon
Rare
x1.75 damage, but halve max HP
Joker Relics (Mult Multipliers)
Relic
Rarity
Description
Mult Magnet
Uncommon
Each relic you own adds +0.3 mult
Greedy Fingers
Uncommon
+0.1 mult per 10 gold (max +1.5)
Fever Pitch
Uncommon
If you used all rerolls: x1.5 mult
Crescendo
Uncommon
+0.5 mult for each consecutive scoring turn
Obelisk
Rare
If base chips > 30: x1.5 mult. Curse: -5 gold per combat
Lucky Break
Rare
20% chance of x2 mult. Curse: on miss, -1 to a random die
Fire Sale
Rare
x1.5 mult. Lose 5 gold after combat
Blood Pact
Rare
x1.75 mult. Lose 10 HP after combat
16. Future Considerations (v4+)
Designed (GDD complete, ready to implement)
Shop Combat & Karma — design/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 Scene — design/gdd/map-scene-overhaul.md — Adventurer figure, backpack/scroll, scene objects per node type