Game Design Principles Used


Hello everyone!

I just wanted to make this devlog to clarify my game design principles and make it separate from the details panel. Essentially, this goes over why I decided to use these mechanics for the game and how the dice roll theme affected that decision.

Game Design Principles

The idea of having 2 dice rolled before you see the enemy types makes it so that you don't know whether your rolls were good or bad. You must wait until you fight all or most of the enemies to know.

Essentially, the usefulness of the output randomness when you roll the dice is only determined by the input randomness of the enemies on the map. For example, if you rolled 2 fire types, and most of the enemies are not fire, you actually got lucky with the rolls.

If you rolled an ice ball and a fire ring, you can't chain your shots very well. Then, if most of the enemies have weaknesses against these types, your roll was still good. You could get lucky with 2 of the same type that chain to create a super boost. Then, your enemies could all be the same type which would mean your roll wasn't that good at all.

Hope this was helpful!


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