Systems Index: Dungeons and Dragons and Dices

Status: Active Created: 2026-03-28 Last Updated: 2026-03-29 Source Concept: design/gdd/game-concept-v2.md


Overview

A solo-first dice roguelike where you roll dice, make Yahtzee-style hands, and deal damage. Collect passive relics that warp scoring rules and active consumables/innate abilities for dice manipulation. Branching map with combat, elite, rest, shop, and boss nodes. The Balatro-inspired chips×multiplier scoring creates emergent build synergies through relic stacking.

Co-op multiplayer is a future addition using the existing v1 networking layer.


Systems Enumeration

Active Systems (Dice V2)

#System NameCategoryPriorityStatusDesign DocDepends On
1Dice PoolGameplayMVPImplemented
2Hand ScorerGameplayMVPImplementedDice Pool
3Dice Combat ManagerGameplayMVPImplementedDice Pool, Hand Scorer, Enemy Data & AI, Status Effects, Manipulation
4Relic SystemGameplayMVPImplementedHand Scorer, Dice Pool
5Manipulation SystemGameplayMVPImplementeddesign/gdd/manipulation-system.mdDice Pool, Dice Combat Manager
6Enemy Data & AIGameplayMVPImplementeddesign/gdd/enemy-data-ai.md
7Status Effect SystemGameplayMVPImplementeddesign/gdd/status-effect-system.mdPlayer Resources
8Player ResourcesGameplayMVPImplementeddesign/gdd/player-resources.mdGame State Manager
9Solo Game ManagerCoreMVPImplementedGame State Manager, Enemy Data & AI
10Game State ManagerCoreMVPImplementeddesign/gdd/game-state-manager.md
11Map SystemGameplayMVPImplementeddesign/gdd/map-system.mdGame State Manager
12Reward SystemProgressionV.SlicePartialRelic System, Consumable Database
13Shop SystemProgressionV.SliceNot StartedRelic System, Consumable Database
14Dice Combat UIUIMVPImplementedDice Combat Manager, Manipulation
15Solo Map UIUIMVPImplementedSolo Game Manager
16Reward UIUIV.SlicePartialReward System

Dormant Systems (V1 Co-op — retained for future reactivation)

#System NameStatusDesign Doc
D1Card Data SystemDormantdesign/gdd/card-data-system.md
D2Deck ManagerDormantdesign/gdd/deck-manager.md
D3Card Effect ResolverDormantdesign/gdd/card-effect-resolver.md
D4Combat Manager (Card-based)Dormantdesign/gdd/combat-system.md
D5Co-op MechanicsDormantdesign/gdd/co-op-mechanics.md
D6Networking LayerDormantdesign/gdd/networking-layer.md
D7Lobby SystemDormantdesign/gdd/lobby-system.md
D8Card Reward SystemDormantdesign/gdd/card-reward-system.md
D9Combat UI (Card-based)Dormantdesign/gdd/combat-ui.md
D10Lobby UIDormantdesign/gdd/lobby-ui.md

Categories

CategoryDescription
CoreFoundation systems — state management, solo run flow
GameplayDice rolling, scoring, combat, enemies, relics, manipulation
ProgressionRewards, shop, run-level progression
UIPlayer-facing screens for each game phase

Priority Tiers

TierDefinitionSystems
MVPCore solo dice combat loop works end-to-end14 systems
Vertical SliceFull run: map → combat → rewards → shop → boss3 additional systems
AlphaPolish: audio, settings, accessibility, animationsTBD

Dependency Map

Foundation Layer

  1. Game State Manager — scene flow, run lifecycle
  2. Enemy Data & AI — enemy definitions and behavior

Core Layer

  1. Player Resources — HP, block (depends on Game State Manager)
  2. Status Effect System — Strength, Vulnerable, etc. (depends on Player Resources)
  3. Dice Pool — rolling, rerolling, holding, manipulation primitives

Feature Layer

  1. Hand Scorer — Yahtzee hand evaluation + chip/mult scoring (depends on Dice Pool)
  2. Relic System — passive modifiers (depends on Hand Scorer, Dice Pool)
  3. Manipulation System — innate abilities + consumables (depends on Dice Pool)
  4. Dice Combat Manager — orchestrates combat turns (depends on all above)
  5. Solo Game Manager — run flow, map gen, inventory (depends on Game State Manager)
  6. Map System — procedural branching paths (depends on Game State Manager)

Presentation Layer

  1. Dice Combat UI — dice display, manipulation buttons, enemy display
  2. Solo Map UI — map node selection, player state
  3. Reward UI — post-combat reward picks

Progression Layer

  1. Reward System — relic/consumable/gold rewards after combat
  2. Shop System — buy relics, consumables, heal

Progress Tracker

MetricCount
Total active systems16
Implemented12
Partial2
Not Started2
V1 dormant systems10
Design docs written (v2)1 (manipulation-system.md)

Next Steps

  • Shop system implementation
  • Consumable rewards in post-combat reward screen
  • Dice rolling animations
  • Audio hooks for manipulation effects
  • Balance playtesting with manipulation system
  • Run /design-review on manipulation-system.md
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