Hi! This weekend I managed to gather some spare time and made "Word Wielder"! Heavily inspired by "Dicey Dungeons", and knowing I wouldn't have enough time to make everything I wanted for the game, I decided to go with "use your imagination for graphics" kind of game (AKA log every action).
The way I interpreted the actual theme was quite literal, as this game is like "scrabble", but you start with the actual word Nohting. Then, in order to keep advancing through the game, you would have to fill up different words that would do certain actions,
Here's an image of how it turned out!

The good
- Because of personal affairs, I didn't have that much time to work on the game itself, but I did manage to make a versatile system where you would only need to set what word you wanted to appear as an action. Then, the button would generate itself with empty spaces for the letters that could be filled with the word "Nothing". If the letters are not contained in the word "nothing" then the spaces are filled. This made adding more content really easy, and allowed for future implementations with ease.

Also, by using just an Interface for the word actions, I made it possible to implement actions for a specific word, or a generic action that coud be used many times.
This time I focused on making a detailed tutorial for the game, so that players get a nice explanation on how it works, and don't loose interest if they don't get the main mechanics...
Finally, I was able to make a "scaling" difficulty, so the challenge rises as you level up through the dungeon.
The bad
With little to no time to spare, I had to throw away many ideas I originally had planned for the game, but I did implement one at the very end of the Compo deadline, which was the chance to gain and accumulate additional letters on certain actions. Doing this, however, broke the tutorial, and I didn't realize that until I had already uploaded the game :scream:
Fortunately, I was able to fix it before it was too late, but still a silly mistake that could've caused to loose a lot of players if I didn't realize sooner.
Some words were left undone (again, lack of time), and don't do anything apart from just logging the action. This leads to a funny interaction, but doesn't really do anything, so it's pointless to use it at the end, which wasn't inteded.
I didn't add any words that could be filled with the letter "G", so you would end up accumulating those until the end of the game.
Background music! I struggled a LOT to implement sounds into the game because I didn't realize that Unity had "Mute Audio" on by default (at least it was that way for me). So, I lost a lot of time debugging a non-existing problem, that led to having no background music in the final game.
Ideas that didn't make it
Special loot and rewards for better words.
Run/Search/Gather words for each dungeon encounter.
Ultra-rare words that do multiple actions, or add special status to the player/enemy.
Summary

"Word Wielder" was incredibly fun to make even with the minor setbacks and the little time I had available. It's the first time I make a game that I actually thing that wasn't just fun to make but also fun to play, something I struggled with in the past Ludum Dare events.
If you'd like to play the game, here is the link to the itch.io page!
If you enjoyed the game, or if you'd like to leave any suggestions / bug reports, remember to rate and leave a comment!