Is it Wrong to Try to Lay Pipe in a Sewer Dungeon? by Gizmolo
> Play here <
About
"A Yahtzee inspired rogue-like based in the World of Pipes."
This game is part of the Universe known as Pipe World. Where pipes of all kinds are the only means of existence. In this short tale of Is it Wrong to Try to Lay Pipe in a Dungeon? we follow the adventures of our pipe-wielding heroine, Amelia, who explores the answer to this question.
If you would like the read the Mythopoeia for the origin myth of Pipe World, please see the poem "Respect to Ye Old God, Father Time" linked below.
And if you would like to read the full poem that our Battle Theme music "Underworld" is based on, please see the poem "I am the Wayshower" linked below as well.



How to Play
Click on dice to roll them, and then click GO to perform the rolled actions. Some actions happen as soon as they're rolled!
Note: Please navigate to the "How To Play" section on the Main Menu in game to view the full guide on understanding all the sigils and glyphs required to successfully navigate battling & adventuring in Pipe World.
Balance Note: Slime in the current build is super overpowered and far too accessible. It will make your run very unfun if you take it, especially if you take it repeatedly. We are planning to patch it along with a bunch of other things in a post-jam update after ratings have concluded.
Credits
- @nicole-miller - QA engineer, chef, head of reining us all in and reminding us to eat food & drink water
- @HappyTrollAngus - foley artist, Pipe World adventure map designer, version control intern
- @Alchemic - game designer, architect, rewrote all of Wired's systems
- @Gizmolo - music producer, game designer, poet, mythologist, historian, weirdly delusional
- @Montjuleant - artist, speaker of pithy sayings
- @karkadan - UI / UX artist, designer, & developer, implementer of the "Swiss Cheese" method
- @WiredOverload - scrum lord, game systems & mechanics engineer, game developer, prince of bugs
Tools
- Game Engine: Godot 4.4.1
- Artwork: Aseprite, Krita, CLIP STUDIO PAINT PRO V1.11
- Music: Logic Pro X
Assets
- Project Template: Apple's Godot Jam Template
- Font: Modified Silver.ttf
- Palette: Modified Gold Mire
Poems
Ratings
| Overall | 198th | 3.85⭐ | 22🧑⚖️ |
| Fun | 427th | 3.4⭐ | 22🧑⚖️ |
| Innovation | 258th | 3.55⭐ | 22🧑⚖️ |
| Theme | 498th | 3.6⭐ | 22🧑⚖️ |
| Graphics | 30th | 4.6⭐ | 22🧑⚖️ |
| Audio | 239th | 3.65⭐ | 22🧑⚖️ |
| Humor | 144th | 3.632⭐ | 21🧑⚖️ |
| Mood | 152th | 4.025⭐ | 22🧑⚖️ |
| Given | 46🗳️ | 21🗨️ |
Danmachi reference?
The die have symbols on them that represent various effects like: damage dealt, damage defended against, healing, and other status effects.
Please see the "How To Play" section in game accessible from the Main Menu to access the full guide to interpreting all of the diverse sigils & glyphs found in the game :thumbsup:
I don't know, maybe I got a "lucky" run? But for a game with so much visual, audio, UI, lore, etc polish, it feels strange that the actual gameplay is just... get slime and win. I literally never lost any health, never had to take an event, and didn't take any items after the first three or four. I just kept grabbing mutations and basically speedrunning. Not because I was trying to speedrun, but because once I got slime it was already over for every enemy.
This is such a cool dicebuilder with so much going for it, I want to love it and I think I do, but I don't want to play it, which feels so strange, but yeah, slime just seems broken.
By the time we had everything built, there wasn't much time for balancing, and we erred on the side of "too easy is better than too hard"
For a more balanced experience, it helps to think of the slime mutation and the arm warmers more as a cheat/debug mode, and ignore them unless you just want to breeze through.
And the whole pipe world fever dream - i don't know if you've made other things in pipe world, but I think it's almost better if you didn't and just pretended like it's part of a whole cinematic universe, I love anything that does that, it's so funny.
Yeah the balance is completely out of whack, but it's very hard making a good, well-balanced roguelike in just 72h. Game is extremely easy. Slightly problematic is also the fact that the map doesn't have a really strong structure, and gives you a lot of freedom, so you can often piece together paths that are like, no combat encounters, and mostly high value floors (item trade, chests and mutations)
The game really really needs tooltips though, for a roguelike like that; really hurts the legibility. Like I pieced together from experience what every symbol meant, and the item evaluation wasn't very hard (especially once you find some arm warmers), but it was sort of in spite of the game's way to present the player with information?
Good effort though, I know in my flesh how hard it is to get balance and UX right, esp. in a jam. I had a fun time, great job! There's just so much personality to this! Very high marks all around, & thank you for the game!! :heart:
Made me yearn to go and play a few runs of circadian dice though...
I really liked rotating 3d cubes