Treasurefall by Local Minimum

The treasure has fallen into the well. She must be saved!
Use mouse and click on things.
- When fighting drag dice onto actions.
- When all slots of an action is filled, it can be activated.
- If you place two dice with the same value next to each other their value is doubled.
- All but the top two actions have cooldowns (number of rooms/fights before it can be used again).
- Cooldowns reset when going up to the surface.
Squarely ran out of time, so there are no sounds.
The UI probably also doesn't scale that well.
And well there are a thousand other things on the todo list.
There's a visual bug in the store. If you sell a die before buying another, the bought die might end up ontop of another die.
You can also walk onto the treasure tile, which you shouldn't be able to.
The game was almost entirely made by me. I had some help with the poetry bits.
| Link | https://local_minimum.itch.io/treasurefall |
| Link | https://github.com/local-minimum/ld57-depths |
| Original URL | https://ldjam.com/events/ludum-dare/57/treasurefall |
Ratings
| Overall | 625th | 3.286⭐ | 23🧑⚖️ |
| Fun | 359th | 3.476⭐ | 23🧑⚖️ |
| Innovation | 318th | 3.452⭐ | 23🧑⚖️ |
| Theme | 668th | 3.214⭐ | 23🧑⚖️ |
| Graphics | 741th | 2.762⭐ | 23🧑⚖️ |
| Humor | 401th | 2.895⭐ | 21🧑⚖️ |
| Mood | 807th | 2.75⭐ | 22🧑⚖️ |
| Given | 13🗳️ | 22🗨️ |
I like the sprite of the main character and the bunnies. Showing the movement path on the floor was a good feature. The "walking" animation is cute.
More enemy variety would add depth and tactics to the gameplay and therefore more variety.
The addition of a shop with upgrades was a good addition to the game. :)
Had fun with the game. I wish there were more actions to utilize multiplier combos with (and The One dice), or an ability to buy some new actions. I ended up buying the whole hand of prime dice, and that strategy worked quite well for me :slight_smile:
Really great work with UI and animations--especially considering how brief these jams are!
Really did like the entry! Big fan of dice games in general, so your game was really nice!
Apparently, you cann sell the display-dice in the shop as well? Not that I needed the money though lol.
Liked the differend dice, but would have liked a little sign with further information, just to have that information compact at hand.
Nice game overall, great job!
After a while it felt a bit tedious to use quite a few mouse actions to just walk a few tiles. I enjoyed that I could buy new dice Buying new dice! :game_die:
At some point it seemed I lost a die while dragging, and I couldn't proceed in the room. :(
I think the only bug (I assume) I ran into was whenever I had to select a die to roll some number lest it break, the number shown almost never matched the number it said it had to be even if it didn't break. Not a biggie!
I thought I'd got softlocked for a moment when I checked off an action and nothing happened, but then I figured out that I had multiple enemies in range and had to pick one. 😅 The box went green of course, but a prompt would've been helpful too.
Other than that, smooth sailing! Enjoyed the dialogue from the treasure hunter as well as the bunnies. Not sure what they'd done to deserve annihilation but I played along! And I was rewarded with a wonderful treasure.
Short and sweet which is nice for an LD game. I do wonder what mechanical depths I'd've also discovered had it went on for longer; I was just figuring out some strategies as to what actions to pick as it ended. I'm not sure what the differences were between some of the dice tho.
I enjoyed all the funny animations and so on. A lot of time went into making all the mechanics work making transitions between all of the stages, I imagine.
Some jank, but very charming and it'd be very interesting to explore more of these mechanics in a longer version! :)
@lllarso I totally agree across the board. Thanks for the detailed feedback!
@annie-owl yeah I had a list of actions I wanted to include, in particular some ranged or reaction actions. But alas, time is short in LD.
@breadstick I didn't actually design the game about getting such a broken dice set as the player get towards the end, it was more an happy accident from not having time to balance and add more enemy variation. But you are probably very correct in that the aim in a fuller version should probably be that the player at intervals gets a fully broken set of dice.
@mechanicallife yeah that bug I didn't know of but someone managed also to use the same die several times in various actions by just slotting it around. Totally forgot to lock them dice after you activate the action.
@chuchugeralt you can sell the dice shop dice? :laughing: I should really have realized that. And agree that all of the sides of each die should have been listed in the shop and also when you decide which die to defend yourself with.
@papaver I wanted the player to question the actions they were giving to the character and feel a big guilty, this is why the bunnies get slaughtered. :laughing:
@ava-skoog So glad you found it fun. Fun has always been my weakest category on LD! I've not gotten around to play your game yet, I'll try to make it, I promise. Interesting that it showed the wrong numbers, I had such persistent bugs about the whole rolling of dice that I ended up not actually rolling them but apparently that wasn't enough... Agree that there should have been a prompt when the attack doesn't play out automatically. It was a rather late addition to have them attack automatically so didn't really think of how it would be for players who had never seen the manual mode. The door was actually relatively simple, I had just learnt about how you can fragment a mesh in blender and then I just had a solid and a fractured version and put rigidbodies on the fragment with an explosive force centered on the player when they break through. Getting the camera into decent positions and the dice and room visible (the dice are in normal world space in front of the camera... bad choice) that was the most annoying bit!