Wild Magic Dice by senior_sigan
A little witch sending signals to dices. Hope the Random loves yous.
Game mechanics
Throw a dice and select the best one to activate cards. Card could heal or damage.

Each round you receive an upgrade - a card. Sometimes you get an extra dice. Combine different elements (ice fire electro) to multiply the damage.

Each level enemies become stronger with you.
Current version is endless, you can only loose :) I'd love to get some feedback on how I can improve the mechanics so it'd be fun to play.
Controls
- Mouse click
- [R] to restart
NO AI
Code and art were created like in Antient times: manually by hand.
I think Ludum Dare should be a challenge for me.
Made for the Omsk Ludum Dare gathering: https://ldjam.com/events/ludum-dare/59/$428823/omsk-ludum-dare-gathering-is-here
| Link | https://github.com/cat-in-the-dark/ludum_59_omsk |
| itchio (postjam) | https://catinthedark.itch.io/wild-dice-magic |
| Original URL | https://ldjam.com/events/ludum-dare/59/wild-magic-dice |
Ratings
| Overall | 641th | 3.24⭐ | 27🧑⚖️ |
| Fun | 509th | 3.269⭐ | 28🧑⚖️ |
| Innovation | 693th | 2.885⭐ | 28🧑⚖️ |
| Theme | 841th | 1.78⭐ | 27🧑⚖️ |
| Graphics | 660th | 3.154⭐ | 28🧑⚖️ |
| Humor | 416th | 2.795⭐ | 24🧑⚖️ |
| Mood | 694th | 3.083⭐ | 26🧑⚖️ |
| Given | 35🗳️ | 15🗨️ |
It is fun to one shot opponents with 6.
I was also able to pick a lot of cards that activate with the number "5" very early in my run, I could one shot every enemy when I rolled it, which was quite fun but also reduced the challenge a bit.
I would love to try a version were my health is not refilled between fights, just to see how far I could go
That was a very nice entry, good job for a solo dev
The plantain card was hella funny! Did I get it right that I shouldn't pick them for my deck? Cause I want to heal myself not my enemies haha ; )
If think a bit about some ideas for future updates maybe a risk‑vs‑reward mechanic wouldn't hurt. How about defense? What if a card had not only damage points but also defense points and the player would have to decide what to focus on each turn. Then maybe the enemy should be more open too so that on their turn we could at least partly predict what they're about to do next. And of course abilities! For example a card that has neither damage nor defense but instead has an active ability like "clairvoyance" letting you see the enemy's exact damage/defense for the next n‑turns. And so on and so forth.
Congrats, great work!
Regarding enemies - I thought it woud be fun to give them some cards to: enemy should throw a dice as well and do attack/heal/blocking your dices/do some crazy stuff like summoning a weak creatures.
Abilities - nice idea. Maybe inventory - like a potion to reroll dice or to apply it twice, to defence and so on.
Maybe I should print out the game and test it offline on gavemedv meetups :)
> I would love to try a version were my health is not refilled between fights, just to see how far I could go
This idea is so rich!! Thanks a lot. I'll definetly try it out.
But sadly, as I noticed, enemies don’t have any level-based progression, which makes the game get boring too soon :<
It definitely feels wrong that I can one-shot all enemies after only the **5th** level.
Still, I enjoyed it!
Nice card game nonetheless. Can't see the signal theme there but can see the battle for sure.
Sadly, as others have already commented, the game doesn’t scale well. After playing for a while any dice will one-shot the enemy, making every choice meaningless.
Here’s me at level 533 doing about 20 trillion of plasma damage 😅

I would like some clear feedback if I whiff a dice roll and cannot cast anything. Audio would obviously enhance the experience as well.
Mechanics wise I would like to see stuff we are used to from deck builders, upgrading or merging cards, special dice with some crazy effects. Maybe also cards that always trigger but are based on the value of a specific dice. I feel like it is a base game where you can go in many directions and build a lot of fun stuff.