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Dicey Dungeons

A roguelike where players roll dice and assign them to attacks.

diceydungeons.comApp Store1 source1 tips

Where Dicey Dungeons comes up1 episode or test

Gcreator of Game Maker's Toolkit testThe Two Types of Random in Game Design
At a glanceRandomness before the player's choice feels fairer than after
Input randomnessWon
  • Dice rolled before player acts
  • Player assigns each die
  • Luck shapes the plan
Output randomness
  • Player commits to a plan first
  • Dice resolve after the choice
  • Bad luck can wreck the plan

Input randomness supports strategy; output randomness draws most anger

From Game design source comparing FTL and Into the Breach

What was said about Dicey Dungeons

  • Dicey Dungeons rolls dice first, then lets players choose where to spend them. Dicey Dungeons is cited as an example of input randomness: the dice are rolled before the player acts, so luck shapes the plan instead of breaking it. The player then picks which attacks or actions get each die.

    The contrast is output randomness, which happens after the player's choice and can wreck a plan through bad luck. Output randomness draws most of the anger. The source compares Subset's FTL, which was full of swingy output randomness, with Into the Breach, which almost exclusively uses input randomness and is fairer and more strategic. Quote: "the fundamental difference between randomness that supports strategy, and randomness that undercuts strategy".

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