You are a walking six-sided die on a game show.
Every turn you roll your dice face up, and then decide how to spend them across the equipment you brought in. You always see the randomness BEFORE you commit, so a bad roll is a puzzle to solve rather than a punishment to absorb.
Drag a die onto a card, tap one then the other, or play entirely with the buttons.
Each card takes a die that matches its slot ā any, odd, even, 4+, 3- or an exact number. A card fires once per turn, so a spare die is worth nothing without a card to put it in. Fussy cards pay better: one that only accepts a 1 hits far harder than one that takes anything, and is dead weight on the turn you don't roll one.
Status effects attack your rolls, not your health. Frozen flattens your best die. Burn sets one alight and charges you 2 HP to put it out. Shocked takes a card offline until you spend a die clearing it. Every debuff is another puzzle.
TWO CLASSES ā The Warrior rolls dice and rerolls them. The Robot has no dice at all: it builds each number on a CPU meter, pushing for more and losing the lot if it goes past six.
FIVE EPISODES ā Each is a ruleset that rewrites the game rather than a difficulty step, and each ends in its own boss. Clear all five to unlock three Bonus Rounds.
ENDLESS ā No boss, no ceiling. Past floor four each floor throws one of the campaign rulesets at you. Your ten best runs are kept on the watch.
Three difficulties. Easy is very hard to lose. Normal is the baseline. Hard adds a named curse to every floor. Lose a fight and the run is over.
Built for the Pebble Time 2 and Pebble Round 2, with full touch support and a layout that follows the curve of the round display. No phone required.
Inspired by Dicey Dungeons by Terry Cavanagh.