Wild Magic Dice by senior_sigan

[raw]
made by senior_sigan for Ludum Dare 59 (JAM)

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.

1.png

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

2.png

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

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🗨️

Feedback

xotraz
Apr 20th · 22:13 UTC
![Screenshot of the game](///raw/daf/2/z/710f6.png)
It is fun to one shot opponents with 6.
Mirtrix
Apr 21st · 20:07 UTC
Neat concept! I love the mechanic and design! But it took me, like, 10 attempts to get trough the first round due to my unluckiness.
LDJam user 423872
Apr 22nd · 02:42 UTC
В целом интересно, но мне показалось, что я как-то слабо влияю на результат боя. Когда карт становится слишком много, тяжело понять какие из них подсвечены зеленым цветом. И почему-то у меня нет звука в игре(
LDJam user 383444
Apr 22nd · 03:55 UTC
Cool idea and cool game, my first few fights went much better than Mirtrix, I guess I got lucky with my rolls :)
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
Hoeleboele
Apr 22nd · 05:57 UTC
very nice game. And because you askes: I would love more options on dice maybe some resource to manage, clarity in hitpoints for enemies and damage done with numbers. At last some music i put on my own to reach lvl 100 but still ^^ I like the concept got me in the flow state only need some more flashy stuff now
Jasmin
Apr 22nd · 07:30 UTC
I love card games! Once I got past the first round and understood the mechanics, it became really fun to plan out a strategy. I especially enjoyed figuring out whether to cover all numbers or focus on maximizing a single one.
LesDremlet
Apr 22nd · 07:43 UTC
Hey it would be awesome if when you hover over a dice my cards with the same number either lit up or just slid out of the deck a bit so you could instantly see what you can attack with.

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!
🎤 senior_sigan
Apr 22nd · 08:50 UTC
@lesdremlet thanks a lot for your feedback. I see now many flows in my game, haha.

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 :)
🎤 senior_sigan
Apr 22nd · 08:51 UTC
@crak
> 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.
II-P
Apr 23rd · 05:23 UTC
My heart has always belonged to combo-wombo games. The lightweight and risky gameplay did its addictive job successfully, which is truly a compliment, *haha*.

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!
LDJam user 243193
Apr 23rd · 13:35 UTC
It feels so random playing this game. I lost the first try but managed to win on next tries.
Nice card game nonetheless. Can't see the signal theme there but can see the battle for sure.
The Big Lost
Apr 23rd · 13:36 UTC
Love the idea! Simple but clever design. Good balance between strategy and luck. The zany/trippy graphics are charming and the UI is intuitive and responsive.

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 😅
![Screenshot 2026-04-23 152427 (Small).png](///raw/2cc/76/z/7273c.png)
RenD
Apr 23rd · 20:05 UTC
Real cool concept, maybe you should disable theme rating on your entry cause it may impact negatively your ranking. It's fun at first but quickly it lacks interesting decisions, maybe you could add other mechanics to make picking a dice more meaningful? Also it's quite hard to see the green border feedback around the card. Maybe sliding them up would be more visible (you could also stack cards with the same die value to prevent them from going offscreen). Anyway, it's a cool concept and you should build upon it, there's potential!
LDJam user 377546
May 04th · 15:56 UTC
Nice entry. Once I played in full screen I started to understand what was going on, because in the default size I did not see the dice symbol on the cards 😄

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.