A bit of storytelling about the development of our game

Let’s talk a bit about the development process behind our game Collect or DIcE


One of the first versions

Let's start from one of the first verision. This is how the game looked in the first hours:

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At the beginning, we took inspiration from popular dice and cards deck building games. The concept started with a classic side-view battle layout — simple, functional, familiar.

But at some point, we realized we wanted to stand out. That’s when we made the big decision — to completely change the camera view.


The new perspective

Here’s how the game looked right after that change:

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Instead of a flat side view, we switched to a behind-the-shoulder camera, where the player’s character appears smaller and positioned lower in the frame, facing off against larger enemies. This change added a sense of scale and danger — almost like in Dark Souls, where the player faces towering foes from a grounded point of view. From the first glance, it already felt more dynamic and eye-catching.

However, this new view came with a set of new problems — mainly UI design. With this angle it became tricky to place icons and interface elements without covering important parts of the battlefield or breaking the visual balance.


First HUD attempt

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Our first HUD mockup looked like this. And, well… it didn’t quite work. The icons were confusing — for example, the shield icon looked like mana, and damage icons were easily mistaken for health.


Where we are now

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Even in the final game, the UI isn’t perfect — we’ll be honest about that. There’s still room for improvement. But overall, it does its job and complements the rest of the game’s visual design nicely. And most importantly — we’re proud of what we’ve achieved.The new perspective, atmosphere, and overall look finally feel like our vision — something unique.


Thanks for reading!

We’d love to hear what you think about our project.

You can check out and rate our game here 👉🏻 Collect or DIcE

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