Dicemancer · Press kit
Dicemancer title screen: the Dicemancer logo above a hand holding a die, with six dice floating around it and the menu New adventure, How to invoke and Achievements.

Six hidden dice. One order. The order is the spell.

Dicemancer is a little 1-bit dice roguelike. Pick your dice one at a time and the sequence you choose is the spell you cast: a d4 then a d6 is a Fireball, a d6 then a d4 is two small spells instead. Roll the top face and the die explodes and rolls again.

Walk a ruined road through six realms, beat a guardian at the end of each act, and relight the First Hearth.

I · Fact sheet

Fact sheet

Title
Dicemancer
Platform
Playdate
Developer
Vincent (solo)
Release
Coming soon
Price
To be announced
Genre
Dice roguelike, deckbuilder
Content
6 elements, 24 spells, 12 familiars, 12 guardians
The run
3 acts, 7 floors each, a branching map
Events
16 roadside stories
Achievements
24, with Playdate Achievements support
Controls
D-pad, A, B
Players
1
Language
English
Setting
Six realms, from Briarwood Ruins to the Elder Marsh
Press
hey.vincent@icloud.com
II · Trailer

Trailer

120 seconds · 1920×1080, 30 fps · trailer.mp4

III · The game

The game

Short description

Dicemancer is a 1-bit dice roguelike for Playdate. Pick six hidden dice in order, because the order is the spell, then walk a ruined road through six realms and relight the First Hearth.

Long description

You hold six dice, and you cannot see their faces. Pick them one at a time and the order you choose is the spell you cast. Every spell is a recipe of dice shapes: a d4 then a d6 is a Fireball, while a d6 then a d4 gives you two small spells instead. Cast, and the hidden numbers decide the damage. Roll the top face of a die and it explodes, rolling again for a bonus hit.

Choose one of six elements: Fire, Storm, Frost, Stars, Thorns or Mirror. Each brings its own dice and its own spells, from a tiny Ember all the way up to a six-dice ritual called Worldfire. Learn up to four spells and arrange your satchel so the dice you draw are the dice you need.

The road is a branching map of three acts and seven floors each, with a guardian waiting at the end of every act. Take fights, elites, mystery stops, markets, hearths and treasure. Pick a branch and the other roads are gone. Along the way, sixteen roadside stories ask what you will pay: bet against a raven, reshape a die at the smith’s anvil, or feed a spell to a very hungry book.

Twelve guardians, three per run, each rewrite the rules. The Dragon’s ward softens your hits until a four-dice spell cracks it. The Colossus caps every cast. The Hydra halves repeated spells. The Marsh Hag jinxes your biggest dice. Learn the rule, then rewrite your plan.

Features

  • The order is the spell. Six hidden dice, picked one at a time. The same two dice make different magic in a different order.
  • Six elements, 24 spells. Fire, Storm, Frost, Stars, Thorns and Mirror each come with their own dice and spells. Stack them into rituals up to six dice long. Three elements are open from the start, and every win unlocks the next.
  • Exploding dice. Roll the top face and the die explodes and rolls again, adding a bonus hit. Small dice explode often, big dice hit hard.
  • A branching road. Three acts, seven floors each, and a guardian at the end of each. Fights, elites, mystery stops, markets, hearths and treasure. Choose a branch and the others close.
  • Sixteen roadside stories. A gambler, a shape smith, a mirror pool, an altar, a hungry book. Everything costs something, or pays something.
  • Twelve guardians. Three per run, each with a rule that changes how you cast. Elite champions raise the stakes on the way.
  • Build your own luck. Twelve familiars that act on their own, five relics, ten crafting scrolls, five rites and six dice enchantments reshape your dice and spells between battles.
  • No menus in battle, just dice. Every unlockable works passively. You select, order and cast. Everything else resolves on its own.
  • Made for the Playdate screen. Static 1-bit pixel art for every realm, creature and event, with full music and sound, and 24 achievements that appear in the Playdate Achievements viewer.
IV · How it plays

How it plays

The order is the spell: A d4 then a d6 casts Fireball. Flip the order and you cast two small spells instead.
The order is the spellA d4 then a d6 casts Fireball. Flip the order and you cast two small spells instead.
The road branches: Pick a branch and the other roads are gone.
The road branchesPick a branch and the other roads are gone.
Treasure: Roadside chests hide relics, gold and familiars.
TreasureRoadside chests hide relics, gold and familiars.
Fireball: One of 24 spell animations, 42 frames each.
FireballOne of 24 spell animations, 42 frames each.
Glacier: A Frost ritual.
GlacierA Frost ritual.
Worldfire: The six-dice finisher.
WorldfireThe six-dice finisher.
V · How to play

How to play

The in-game tutorial, “How to invoke”, teaches the whole battle in six illustrated pages: picking dice in order, the spell chain, damage as sum times multiplier, exploding dice, casting, and the market.

Tutorial page: How to invoke, 1 of 6
How to invoke, 1 of 6
Tutorial page: How to invoke, 2 of 6
How to invoke, 2 of 6
Tutorial page: How to invoke, 3 of 6
How to invoke, 3 of 6
Tutorial page: How to invoke, 4 of 6
How to invoke, 4 of 6
Tutorial page: How to invoke, 5 of 6
How to invoke, 5 of 6
Tutorial page: How to invoke, 6 of 6
How to invoke, 6 of 6
VI · Screenshots

Screenshots

Title screen: the Dicemancer logo, a hand holding a die, six floating dice and the menu New adventure, How to invoke and Achievements.
Title screen
Element picker: Fire selected, showing its starting satchel of d4, d6 and d8 and its spells Ember, Cinder and Fireball.
Choose an element
Branching map of five lanes with the cursor on the first node and a preview of a fight against Lockjaw.
The road branches
Encounter screen in Briarwood Ruins: Lockjaw, 110 health, with the guardian The Bellringer ahead.
Act I · Briarwood Ruins
Battle: two picked dice float above the hand and the matched spell chain lights up in the spell list.
Picked dice float above the hand
Battle: thrown dice have landed on the stage floor and the unused dice return to the hand.
Thrown dice settle
Battle: the Ember spell resolves, dealing 6 damage, with a damage number over the creature.
Sum × multiplier
Battle with a full grimoire of long spell recipes.
A grimoire of long recipes
Battle against an elite champion, with its rule on the nameplate.
Elite champion
Battle against The Dragon, whose ward cuts damage unless a four-dice spell cracks it.
The Dragon
Battle against The Hydra, three heads, which halves repeated spells.
The Hydra
Act III encounter screen: the guardian The Colossus, 1100 health, which caps every cast.
The Colossus, Act III
Market with a plague-doctor merchant and six offers, plus refresh, remove, journal and leave.
The night market
Roadside story: a mole smith at an anvil offers to reshape, forge or reroll a die.
The Shape Smith
Roadside story: a book with teeth asks to be fed a spell.
The Hungry Book
Roadside story: a raven gambler wagers gold on a die.
The Gambler’s Table
Grimoire list with a spell detail for Ember.
Grimoire
Familiars list with the Ash Snail selected and its passive ability.
Familiars
Relics screen showing Scribe's Case.
Relics
Reward after a guardian: gold, unused casts and a pick of one rite.
Boss reward
Achievements list: 24 achievements, the first few unlocked.
Achievements
Victory screen showing encounters, casts used, damage dealt and the element used.
The Final Word

All 22 screenshots are in screenshots/1x (native 400×240, pure black and white, exactly as the device draws them) and screenshots/4x (1600×960 in the Playdate screen’s grey tones). They were captured from the game running in the Playdate Simulator.

VII · Music & sound

Music & sound

Soundtrack

TitleLoop

The title screen theme.

The roadLoop

Walking the map between fights.

BattleLoop

The theme for ordinary fights.

GuardianLoop

The theme for act guardians.

The DragonLoop

The theme for the Dragon.

Night marketLoop

The merchant’s shop.

How to invokeLoop

The tutorial theme.

Jingles

Sound effects

Every sound is composed for Dicemancer. Previews are MP3; the 24 spells each have their own sound.

VIII · Background

Why a dice roguelike

Dice are the oldest random number generator, and a Playdate is a small enough console that a handful of them fit in your hand. Dicemancer began with a question: what if you could not see the dice, and the only thing you controlled was the order you picked them in?

That one rule is the whole game. A spell is a recipe, the recipe is a sequence of shapes, and the numbers stay hidden until you cast. You plan around what your dice can be, not what they are, and a good plan feels like remembering a word you had forgotten.

The design follows the shape of the great deck-building roguelikes: a branching map, a shop between fights, relics and a small book of spells. It swaps cards for dice, and swaps a deck for a satchel.

The whole game is drawn for the Playdate’s 1-bit screen: detailed black-and-white pixel art for each realm, creature and roadside story, dice rendered with real lighting, and static illustrations instead of constant animation.

The guardians

The Basilisk
The Basilisk
The Tollkeeper
The Tollkeeper
The Lamplighter
The Lamplighter
The Bellringer
The Bellringer
The Warden
The Warden
The Hydra
The Hydra
The Sandman
The Sandman
The Stonewright
The Stonewright
The Archivist
The Archivist
The Dragon
The Dragon
The Colossus
The Colossus
The Marsh Hag
The Marsh Hag
IX · Logo & art

Logo & art

Pixel art is 1× at heart. Scale it by whole numbers only (2×, 3×, 4×) with nearest-neighbour sampling, so every pixel stays square.

X · Credits

Credits & contact

Made by
Vincent, solo: design and direction
Built with
Claude (Anthropic): code, pixel art, fonts, music and sound were created with AI assistance
Engine
Playdate SDK, Lua
Press
hey.vincent@icloud.com
Website
dicemancer.pages.dev
Social
[@handle]
Review builds
[how to request one]