It's hard to get into why without getting derailed, but I really respect its wild approach to balance, its playfulness and its pure design focus. It's a bit of a cult game, beloved by designers - I love it to bits. I made it my full time project and haven't looked back since.ĭid you have any other games or inspirations in mind during development?ĭicey Dungeon's biggest inspiration is Dream Quest, which is a mobile roguelike inspired by Magic: the Gathering, and is one of the big origins of the "deckbuilding roguelike" genre. The game I had by the end of the first week was a mess - but there was enough there that I knew it could be something really special. You can actually play the earliest version of the game in a web-browser.īasically I'd been wanting to make something small inspired by the game Dream Quest, so when that jam came along I decided it was the perfect opportunity for it. Terry Cavanagh: Yep, that's right! The very first version of Dicey Dungeons was a prototype I made for Seven Day Roguelike jam in 2018. Can you tell us a little about that and how your ideas developed over time? Nintendo Life: We’ve read that Dicey Dungeons was born from a roguelike game jam. We recently caught up with designer Terry Cavanagh and composer Chipzel via email to talk about the origins of this gem, how its characters and mechanics formed and evolved throughout development, and how classic British game shows helped shape the game and set it apart from your average fantasy deckbuilder. Roguelite deckbuilder Dicey Dungeons surprise-launched on Switch in the middle of December and has been keeping us busy over the holidays with its addictive blend of eye-catching art, cheeky humour, brilliant soundtrack and - of course - dice-based dungeon crawling.
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