Mini GDD: DiceUP

Game Overview

Title: DiceUP
Genre: Hybrid-Casual / RPG / Idle Game
Platform: Online / Mobile

Description:
DiceUP is a blend of Tap Titans and Monopoly Go. Players take on the role of dice in a tabletop RPG store, striving for fame as the luckiest dice. The game combines the thrill of rolling dice with strategic resource management and character progression.

Target Audience:
Casual gamers, RPG enthusiasts, fans of classic board games, and D&D players.

Key Features & Mechanics

Players will roll themselves during two types of battles: PvE and PvP Raids, earning resources for upgrades. Since the player is represented as a die, the battles are fought for NPCs they are rolling for.

Core Loop

  1. Roll Dice: Tap to roll the dice and receive a brief snippet of the battle.
  2. Battle: Watch the battle unfold in an engaging RPG background.
  3. Resource Collection: Earn resources based on the battle outcome.
  4. Upgrade: Use resources to enhance character stats and unlock new abilities.

Player Stats and Resources

  • Luck: A key stat that affects roll effectiveness, influenced by upgrades and abilities.
  • Fame: A secondary stat essential for progression unlocks and leaderboard rankings.
  • Dice Dust: Soft currency for upgrades and abilities, earned primarily through rolls and passively over time.
  • Momentum: Energy for battles that recharges over time, influenced by upgrades.
  • Raid Tickets: Currency for PvP Raids, available for purchase or earned through rolls.

Battle System

Each roll results in a PvE battle for an RPG store NPC, with the player's die rolling on their behalf. The NPC will have a random Initiative value based on encounter difficulty. Players must roll higher than the NPC's value to win the battle, providing the NPC with a chance to win as well. Encounter difficulty is influenced by the player's Fame and Luck.

PvP raids will be a showdown between two players, where the player with the highest roll over 3 turns wins, stealing resources from the opponent, based on how close they are from each other in the leaderboard, the closer the more they steal.

Progression Systems

Players will spend Momentum to Roll Dice, resulting in Dice Dust and Fame. Dice Dust can be spent to Upgrade the dice, enhancing their Luck and unlocking new abilities. Fame is used to unlock new upgrades, battles, and progress through the game, while Raid Tickets are used to Raid other players, earning Fame and stealing Dice Dust, fostering competition and social interaction.

Monetization Strategy

  • In-Game Purchases: Buy skins for the dice (possibly with boosts), raid tickets, and other cosmetics.
  • Ad Integration: Option to watch ads for temporary boosts in Fame and Dice Dust earnings.
  • Battle Pass: Monthly subscription for exclusive rewards and boosts, would use CoDs are reference.

Design-Oriented Solutions for DiceUP RPG Lite Challenges

Challenge 1: Server Stability and Scalability

Solutions:

  • Asynchronous Gameplay: Implement asynchronous battles,both PvP and PvE, where players fight snapshots of the events reducing the need for real-time server interactions. No need for real-time server interactions. during the battle.

Challenge 2: Balancing Gameplay

Solutions:

  • Server-Side Authority: Implement server-side authority regarding data sensitive operations to prevent cheating and ensure fair gameplay. E.g., critical rolls, resource generation, etc.
  • Dynamic Matchmaking: Design a matchmaking system that pairs players based on their skill levels,use ELO on high Tiers, ensuring competitive and balanced battles. Use visible rank tiers to manage expectations.
  • Adjustable Difficulty: Introduce adjustable difficulty settings for PvE encounters, allowing players to choose their challenge level, which can help balance the experience for both new and experienced players.

Challenge 3: Resource Management

Solutions:

  • Resource Visualization: Create simple dashboards that represent resource acquisition and spending, helping players understand their progression and manage resources effectively.
  • Reward Structures: Design reward structures that encourage exploration and experimentation with different strategies, making resource management a fun and engaging aspect rather than a chore.

Challenge 4: User Retention and Engagement

Solutions:

  • Dynamic Events: Seasonal in-game events to introduce new challenges, keeping content fresh and players engaged.
  • Social Integration: Design features that encourage social interaction, such as guilds or cooperative challenges, where players can work together towards common goals and share rewards.

Challenge 5: Backend Management

Solutions:

  • API Design: Develop clear and efficient APIs for data management and interactions between the client and server.
  • Regular Maintenance: Set up a maintenance schedule for updates and optimizations, ensuring minimal downtime for players, and smooth operation of the game.

Conclusion

This project took 6 hours to make, which was the available time. It is missing a layer of depth, such as a small rock-paper-scissors type of system in the battle part, and it also needs more clarity in that section of the GDD.

Summary of Impressions

  • The project was completed within a limited timeframe.
  • The core loop is functional, but the battle system lacks depth.
  • The Game Design Document (GDD) could benefit from clearer explanations,
  • particularly in the battle mechanics section.

Suggested Changes and Improvements for the Next Iteration

  1. Enhance Battle System:

    • Introduce a rock-paper-scissors mechanic to add strategic depth to battles.
    • Consider additional mechanics or abilities that can influence battle outcomes.
  2. Improve GDD Clarity:

    • Provide detailed explanations of the battle mechanics.
    • Include diagrams or flowcharts to illustrate complex systems.