xotraz 2026-04-20 22:13
Screenshot of the game It is fun to one shot opponents with 6.
Foon → Ludum Dare Explorer → LD59 → Wild Magic Dice
By senior-sigan
| Category | Rank | Score | Count | |
|---|---|---|---|---|
| Overall | 640 | 3.24 | 27 | |
| Fun | 508 | 3.26 | 28 | |
| Innovation | 692 | 2.88 | 28 | |
| Theme | 840 | 1.78 | 27 | |
| Graphics | 659 | 3.15 | 28 | |
| Humor | 413 | 2.79 | 24 | |
| Mood | 693 | 3.08 | 26 |
Screenshot of the game It is fun to one shot opponents with 6.
Neat concept! I love the mechanic and design! But it took me, like, 10 attempts to get trough the first round due to my unluckiness.
В целом интересно, но мне показалось, что я как-то слабо влияю на результат боя. Когда карт становится слишком много, тяжело понять какие из них подсвечены зеленым цветом. И почему-то у меня нет звука в игре(
Cool idea and cool game, my first few fights went much better than Mirtrix, I guess I got lucky with my rolls :) I was also able to pick a lot of cards that activate with the number "5" very early in my run, I could one shot every enemy when I rolled it, which was quite fun but also reduced the challenge a bit.
I would love to try a version were my health is not refilled between fights, just to see how far I could go
That was a very nice entry, good job for a solo dev
very nice game. And because you askes: I would love more options on dice maybe some resource to manage, clarity in hitpoints for enemies and damage done with numbers. At last some music i put on my own to reach lvl 100 but still ^^ I like the concept got me in the flow state only need some more flashy stuff now
I love card games! Once I got past the first round and understood the mechanics, it became really fun to plan out a strategy. I especially enjoyed figuring out whether to cover all numbers or focus on maximizing a single one.
Hey it would be awesome if when you hover over a dice my cards with the same number either lit up or just slid out of the deck a bit so you could instantly see what you can attack with.
The plantain card was hella funny! Did I get it right that I shouldn't pick them for my deck? Cause I want to heal myself not my enemies haha ; )
If think a bit about some ideas for future updates maybe a risk‑vs‑reward mechanic wouldn't hurt. How about defense? What if a card had not only damage points but also defense points and the player would have to decide what to focus on each turn. Then maybe the enemy should be more open too so that on their turn we could at least partly predict what they're about to do next. And of course abilities! For example a card that has neither damage nor defense but instead has an active ability like "clairvoyance" letting you see the enemy's exact damage/defense for the next n‑turns. And so on and so forth.
Congrats, great work!
@lesdremlet thanks a lot for your feedback. I see now many flows in my game, haha.
Regarding enemies - I thought it woud be fun to give them some cards to: enemy should throw a dice as well and do attack/heal/blocking your dices/do some crazy stuff like summoning a weak creatures. Abilities - nice idea. Maybe inventory - like a potion to reroll dice or to apply it twice, to defence and so on.
Maybe I should print out the game and test it offline on gavemedv meetups :)
@crak > I would love to try a version were my health is not refilled between fights, just to see how far I could go
This idea is so rich!! Thanks a lot. I'll definetly try it out.
My heart has always belonged to combo-wombo games. The lightweight and risky gameplay did its addictive job successfully, which is truly a compliment, *haha*.
But sadly, as I noticed, enemies don’t have any level-based progression, which makes the game get boring too soon :<
It definitely feels wrong that I can one-shot all enemies after only the **5th** level. Still, I enjoyed it!
It feels so random playing this game. I lost the first try but managed to win on next tries. Nice card game nonetheless. Can't see the signal theme there but can see the battle for sure.
Love the idea! Simple but clever design. Good balance between strategy and luck. The zany/trippy graphics are charming and the UI is intuitive and responsive.
Sadly, as others have already commented, the game doesn’t scale well. After playing for a while any dice will one-shot the enemy, making every choice meaningless.
Here’s me at level 533 doing about 20 trillion of plasma damage 😅 Screenshot 2026-04-23 152427 (Small).png
Real cool concept, maybe you should disable theme rating on your entry cause it may impact negatively your ranking. It's fun at first but quickly it lacks interesting decisions, maybe you could add other mechanics to make picking a dice more meaningful? Also it's quite hard to see the green border feedback around the card. Maybe sliding them up would be more visible (you could also stack cards with the same die value to prevent them from going offscreen). Anyway, it's a cool concept and you should build upon it, there's potential!
Nice entry. Once I played in full screen I started to understand what was going on, because in the default size I did not see the dice symbol on the cards 😄
I would like some clear feedback if I whiff a dice roll and cannot cast anything. Audio would obviously enhance the experience as well.
Mechanics wise I would like to see stuff we are used to from deck builders, upgrading or merging cards, special dice with some crazy effects. Maybe also cards that always trigger but are based on the value of a specific dice. I feel like it is a base game where you can go in many directions and build a lot of fun stuff.