Bone Collector by Antti Haavikko

Take on a role of a young bone collector (拾骨) and go on a journey with your trysty sentient urn also known as a golden tower (金塔), to wake up (起身喇) the undead and collect their bones. Gather some weapons and equipment you can find or buy on your way to make the job of bone collection easier, there is bound to be very deadly undead lurking about.
Basic gameplay revolved around rolling dice and using them with specific sum totals to do different actions. Everything is done with the dice from moving on the map to combat and even purchasing from vendors you might find.
🎮🕹️ Download or play online on itch.io 🕹️🎮

🛠️ Tools used
- Unity 6.2
- JetBrains Rider 2025.1 ❤️
- Logic Pro X
- ZzFX
- Affinity Designer 2
🎞️ Gameplay video
⏰ Dev timelapse
🖥️ Screenshots
Ratings
| Overall | 28th | 3.941⭐ | 36🧑⚖️ |
| Fun | 17th | 3.912⭐ | 36🧑⚖️ |
| Innovation | 39th | 3.868⭐ | 36🧑⚖️ |
| Theme | 147th | 3.324⭐ | 36🧑⚖️ |
| Graphics | 11th | 4.338⭐ | 36🧑⚖️ |
| Audio | 5th | 4.147⭐ | 36🧑⚖️ |
| Humor | 20th | 3.779⭐ | 36🧑⚖️ |
| Mood | 30th | 3.955⭐ | 35🧑⚖️ |
| Given | 10🗳️ | 11🗨️ |
As so polished it is, the manchinic is also original. I wish there will be a longer version of that.
But hey, I'm pretty sure I'm gonna do at least a bit of a post-jam version with all that "missing polish" and more content in a form of more variety in items, enemies and boss affixes at least, so your wish might come true... 😉
The song was so good too!!
And the gameplay had me hooked, I had to finish it haha.
Seriously, amazing job 👏 I’d 100% play more of this!
Also, just random question but what do all the Chinese characters mean during combat and on the intro page? They seem to hint at abilities descriptions but not quite directly lol

But, as an actual Chinese local human being:nerd:, I must say those Chinese charactor choices are a bit weird, like weird weird, sort of google translation back 10 years ago and applying for 10 times that kind of weird, sorry. It's just all kind of uncommon combinations and such, like the dodge charactor you used: 奠, means dead people monumenting, is sort of a symbol that always shows up when people dies, on there funeral.
Also, 喇(la)as a interjection is only used in Cantonese, rather rare, I didn't know this till I though it could be cantonese and googled. Other Chinese people would recongnize it as a music intrument(a horn), or even some Tibet relic related thing. More common choice is 啦 or 了
拾骨 and 金塔 are both kind weird but makes sence, just not giving the native feeling, or feels like a dialect thing, same as 喇 in Cantonese, are they? Because they pronounced in uncommon ways.
Overall only the 奠 thing is really weird, others are kind of fine or can be considered as some kind of flavor, design direction, a touch of some kind of niche dialect such, I'm kind confused, are they by design or just mistake?
Hope it doesn't come off as "cultural appropriation" or being disrespectful in that "call of duty writing arabic in the wrong direction" way...
Oh and I have started to make and post-jam version of the game with more stuff so if you have any good recommendations for mythical/folklore creatures to add as enemies (jiangshi seemed like an obvious choice) or even weapons/items, they'd be more than welcome! 😊
 
if you want more referances, check 山海经 the absolute old and good imaginative monster collection. Also, China has some deep impact by buddhism, 阎王, lord of hell, commonly reconglized here, is a buddhism god, you can follow this and probably find more interesting stuff. I know not that much about things, the Chinese culture is really rich and complex haha. Also Journey to the west, it has some bone related chapters, very classic, it's called 白骨精.
I ended up kinda invincible lol. By the end of the first round, I almost never took damage; by the end of the second, I just hit the boss over and over, healing or dodging when I couldn't use all of my dice up in other ways.
I'd love to see what else happens with this game!

I played until the end, the final boss with 30-something hp took a long time to beat. The game balance felt a little bit out of whack though (probably not enough time to properly playtest the game + the map and rewards are procedurally generated).
I ended up filling my entire inventory almost immediately at start. I had 2 trains and 1 additional dice and just spammed basic punch, dodge and reroll, no enemy stood a chance... Because of that, the game felt a bit too easy, I just had to follow an algorithm without much thought.
One way to fix that would stop the player from stockpiling lots of rerolls and then having really long turns. Maybe rerolls could take inventory slots or there could just be a hard limit. But I just had one run and maybe I just got really lucky, just sharing my thoughts...
I like how the music change the closer to defeat we are.
The art is adorable, and I love how the collection pot seems to have a mind of its own. The only visual thing that was a little off was that sometimes it was a bit hard to tell which dice were selected or not. Sometimes the dice ended up in the wrong place vertically, but that might just be because the game lagged some on my elderly laptop.
Game reminds me of a roguelike version of something like Yahtzee or Farkle. It was neat having to plan out each attack based on the dice I had available. I think I got really lucky with the draws, because for most of the game I didn't know why the enemies weren't attacking me. Not until I got to the final boss and ran out of free re-rolls. Then I had an "ah!" moment where I had to lose health to re-roll, and the boss whacked me with his sword (ouch!).
Ended the game with four dice, a heal on 6, and a heal on 8, and plenty of ways to attack, so by the end it was pretty easy to guarantee that I'd never lose too much health.
I've never made a deck-building-roguelike-adjacent game like this before, so I have no idea how you're supposed to balance things like it. I'm sure it's weird having to weigh not overpowering the player, and also preventing the player from running into unwinnable scenarios. Maybe it'd help here to have less slots available to the player (maybe offset by a way to replace the items in each slot)?
Overall this was a fun, vibey experience! I haven't really played a lot of games in the genre, but it definitely scratched that itch if there was one.
I am not a fan of dice-based games because they tend to rely too much on the RNG for my taste, but that's just me. I usually prefer skills vs randomness :smile:
It seems that it's easy to reroll yourself to death but eventually I figured out the proper way to play -- either that or I just got really lucky with the dice -- and made it to the end. :sweat_smile:
I played for quite a while and found that because there doesn't seem to be a key control, when I pick multiple dice, ast some point I won't be able to do a reroll anymore (this is my second run, after finishing once):

Other than that, I see no flaws. This entry feels extremely polished for a 48h of work. Besides, it's quite innovative (for me), I've had lots of fun playing it. Thanks!
Congrats on the entry!
Eventually I collected "Wand" and suddenly all my problems were gone because I was healing an absurd amount. Way more health than I could possibly lose. I'm not even sure I could say this "balances it out" because I feel like I just experienced two clashing extremes. (Losing runs because of RNG, and having a single item carry the run) I picked up "Wand" when I had 2 HP, and healed to 10 before even moving on to the next level. I had about 20 HP when I defeated the boss.
I feel like I just got lucky picking up loot that covered most of the range from 3 to 10 by the end of the run. Knowing that it was entirely RNG what loot you get, what the generated map ends up being, and how the dices roll, it feels like I have very little control over how the run plays out. I saw a screenshot sent in the comment section here where a player found a shop. I never found a shop in any of my runs. I guess what I'm saying is, perhaps rely a little less on RNG and force some specific encounters. Guarantee the player gets at least one shop between fights 2 and 4. Gurantee the player has an option to gain an extra dice as one of the rewards. Make the player choose a reward after combat from a list of options, rather than entirely relying on a random number generator to pick exactly how the run goes for them.
I do see potential in this game, and I see you are working on a larger release of this. I hope my feedback isn't coming off as too negative here, because despite the issues I had, I enjoyed it. I love how the dudes on the title screen follow the mouse. I love how your guy visually gains the items you collect. There's so much to love about this, just like all of your Ludum Dare entires. I simply think the RNG is dictating a bit too much of how each run plays out.
Cool game, cheers!

I just released the post-jam version I had been tinkering on for the past three weeks during the rating period. Lots of new content in the form of weapons, other items, enemies and bosses. And of course I did some balancing and tinkering to try to smoothen the gameplay and reduce the effect of complete randomness.
Probably not the easiest change to spot amongst the others but I did a quite major change on how the map is generated. It indeed now always has a fixed amount of shops and chests and also includes way more branching between them to allow for more player choices instead of getting locked to a single long path.
Of course the randomness is still there and I didn't want to "cheat the dice" to make them less punishing. Luck is still a big factor but it seems like you tasted the quite the extreme edges of that spectrum. Hopefully the new version plays a bit better in that sense with all the new tools to combat the randomness. At least there is more variety so even if you need to do repeated runs when your luck runs low, you'll still encounter new stuff.