u/phantomscriptstudio

I’m trying to make bosses that force build changes (not just bigger Targets)

Even though dice are random, the goal is to let you *manage luck* through builds (tokens/Jokers), and chase that “broken combo” feeling.

This clip shows a quick run flow: a couple rounds → boss fight → shop decisions.

Bosses/events are meant to act like “build checks” you’re supposed to adapt your setup, not just brute force it.
What kind of boss modifiers do you enjoy in roguelites?

Demo coming late May.
Steam page

u/phantomscriptstudio — 8 days ago
▲ 14 r/Unity2D

From a one-die prototype in Unity to a full game in 3–4 months… I can’t believe this is real (before/after)

Before/after from our project Dice Carnival.

Image 1: day-one Unity prototype, just testing a single dice + score/timer.
Image 2: ~3–4 months later, it turned into a full dice-based roguelike deckbuilder with bosses, shops, tokens/Jokers, etc.

Honestly I can’t believe how far it’s come in such a short time.

A public demo is coming very soon (late May).
If you have 30 seconds: what do you think is the biggest improvement, and what still looks unclear/weird at first glance?

(If you want to follow along, Steam page is here: https://store.steampowered.com/app/4414210/Dice_Carnival/ )

u/phantomscriptstudio — 10 days ago
▲ 15 r/gameDevMarketing+1 crossposts

Dice roguelike deckbuilder where you manage luck with synergies (demo coming late May)

Hi! We’re a 2-person indie team making Dice Carnival, a dice-based roguelike deckbuilder.

Even though dice are random, the goal is to let you *manage luck* through builds (tokens/Jokers), and chase that “broken combo” feeling.

This clip shows a quick run flow: a couple rounds → boss fight → shop decisions.

Demo is planned for late May. If this looks like your kind of game, I’d love to hear:
- Does the core loop look clear/fun from the clip?
- What would you expect from a demo (length / content)?

Steam page

u/phantomscriptstudio — 11 days ago

Fixing bugs in my playtest build with my lead developer

She mostly specializes in:
stepping on the keyboard
deleting Unity windows
demanding food during debugging sessions
But morale has improved significantly.

u/phantomscriptstudio — 15 days ago

I know it’s not at the top, you have to scroll down a bit to even find it.

But still… seeing my game show up in the Popular Upcoming section genuinely made my day.

For the past few months, it’s just been me and my wife working on this — building, iterating, reworking things based on feedback, trying to improve step by step.

So even a small moment like this feels like
“okay… maybe this is actually going somewhere.”

Still a long road ahead, but I just wanted to share this little milestone.

u/phantomscriptstudio — 16 days ago
▲ 65 r/dice

I’ve been playing DnD since 2016, and this has been my main dice set ever since.
I honestly don’t even know if they have any real monetary value, but they mean a lot to me.
They’ve been part of so many sessions, lucky rolls, terrible rolls… all of it.
Lately, I’ve been working on a dice-based game, and I realized how much these influenced it.
Things like:
the sound of rolling dice
that little moment of anticipation before the result
and trying to capture that feeling digitally
I’ve been spending way too much time trying to get that right 😅
Curious what makes a dice roll feel satisfying to you?

u/phantomscriptstudio — 18 days ago

Hey everyone,

We just reached 150 wishlists today 🎉
It’s not a huge number, but for a 2-person team it feels like real progress.

We’ve been working on our dice-based roguelike together — I handle the development, my wife handles all the art/UI. We both come from the game industry, but this is our first time building something of our own.

Right now:

  • We’re preparing for Steam Next Fest
  • Started reaching out to YouTubers / creators
  • Planning a closed playtest
  • Reworking the trailer (old one is outdated)
  • Recently added original music (worked with a composer)
  • And updated a lot of the gameplay & UI based on feedback

Honestly… we’re putting a lot of effort into this, but growth is still pretty slow.

So I wanted to ask:

👉 How did you get your first real visibility?
👉 What actually worked for reaching players in niche genres like roguelike/deckbuilders?

Would really appreciate any advice or brutal honesty 🙏

(If you’re curious, I added some gameplay and steampage comments)

u/phantomscriptstudio — 18 days ago

Hi everyone,

We’ve been working on the soundtrack for our dice-based roguelike, and tried something a bit different.

Instead of separate tracks, we built the music around one core melody, which changes depending on the context:

Main menu → calm / atmospheric Gameplay → more rhythmic and driven Shop → slightly playful variation Boss → intense, high-pressure version

It helps keep a consistent identity while still making each moment feel different.

We also decided to work with a real musician for this. We wanted something more intentional and cohesive rather than relying on AI-generated music. (His youtube channel https://www.youtube.com/@hybritacid )

This is actually the first time we’re collaborating with a composer, and it made a huge difference for the feel of the game.

Would love to hear your thoughts:

👉 Does the variation feel noticeable enough? 👉 Does it fit the gameplay mood?

Also, would you check out the Steam page and let me know your first impression? I didn't change my old trailer yet. We working on the new one with our new musics.

https://store.steampowered.com/app/4414210/Dice_Carnival/

u/phantomscriptstudio — 18 days ago

Hi everyone,

We’re a two-person team working on a dice-based roguelike deckbuilder, and we recently added event rounds and improved boss flow.

Now on rounds 8 / 18 / 28, you enter an event round where you complete a challenge and if you succeed, you get to choose a reward.

The game is all about building synergies using dice and tokens, and adapting your build depending on the situation.

This video is also recorded fully with a controller. I recently added full controller support, so you can play the entire game that way.

I’d really appreciate some feedback:

👉 Do the event rewards feel interesting?
👉 Does the flow between rounds make sense?
👉 Does controller navigation look usable?

Also, would you check out the Steam page and let me know your first impression? I didn't change my old trailer yet. We working on the new one.

[Steam link]

Trying to push towards Next Fest, so any feedback helps a lot.

u/phantomscriptstudio — 20 days ago
▲ 11 r/gamedevscreens+3 crossposts

Hi everyone,

We’re a two-person team working on a dice-based roguelike deckbuilder, and we recently added event rounds and improved boss flow.

Now on rounds 8 / 18 / 28, you enter an event round where you complete a challenge and if you succeed, you get to choose a reward (shown in the video).

The game is all about building synergies using dice and tokens, and adapting your build depending on the situation.

This video is also recorded fully with a controller. I recently added full controller support, so you can play the entire game that way.

I’d really appreciate some feedback:

👉 Do the event rewards feel interesting?
👉 Does the flow between rounds make sense?
👉 Does controller navigation look usable?

Also, would you check out the Steam page and let me know your first impression? I didn't change my old trailer yet. We working on the new one.

[Steam link]

Trying to push towards Next Fest, so any feedback helps a lot.

u/phantomscriptstudio — 20 days ago

Throughout the process, community feedback has played a huge role in shaping and improving the game.

🎲 Dice Carnival a dice-based roguelike deckbuilder

  • Upgrade your dice to build different combinations
  • Experiment with tokens to create synergies
  • Adapt your strategy against different bosses
  • Endless mode and high-score systems for replayability

We’re currently preparing the game for Steam Next Fest (June) and getting the demo ready.

Our Steam page still has an outdated trailer, so we put together a short gameplay video that better reflects the current state of the game.

Always open to feedback 🙏

u/phantomscriptstudio — 22 days ago

Hi everyone,

We’re a team of two working on a 2D game built with Unity.

Our game is a dice-based roguelike deckbuilder where you create different combinations, fight various bosses, and aim for high scores.

During development, I’ve been improving a lot based on feedback, especially on UI and overall gameplay clarity.

I’ve been working in the game industry as an animator for a long time, so I was already familiar with Unity. That’s why I chose it for this project.

One thing I’m currently aware of: our Steam page still has an outdated trailer. We decided to keep it for now until the new one is ready.

Would love to hear your thoughts and feedback 🙏

u/phantomscriptstudio — 22 days ago
▲ 18 r/TurkOyunSektoru+5 crossposts

Shared my game here a while ago and got a lot of really useful feedback, especially about UI, clarity, and overall feel.

I’ve been reworking a lot of those parts, and this is where the game is now.

It’s a dice-based roguelike deckbuilder where you build synergies by upgrading dice (d6 → d20), combining effects, and trying to “break” the run with strong combos.

I’m still improving things (UI, pacing, polish), but I’d love to know:

👉 Does this look better than before?
👉 Does the gameplay feel clearer now?

Would really appreciate honest feedback 🙏

You can see the old version on Steam Trailer. We don't change yet.

u/phantomscriptstudio — 22 days ago

Hey everyone,

I’ve been working on a roguelike deckbuilder called Dice Carnival, but instead of building around cards or poker hands, the entire system revolves around dice manipulation and number synergies.

The core idea was:
What if you could “break” a dice system the same way you break card synergies?

In each run you can:

  • Use up to 4 active dice
  • Stack Jokers that modify odd/even numbers, 6s, repeats, combos, etc.
  • Build around probability manipulation instead of hand management
  • Face bosses that disable parts of your build (like nullifying odd numbers or disabling a Joker)

It’s heavily synergy-focused and leans into high-score runs and absurd multiplier stacking.

I’d genuinely love feedback from deckbuilder players — especially on how it feels compared to more card-driven systems.

Steam page is here if you want to check it out:
https://store.steampowered.com/app/4414210/Dice_Carnival/

u/phantomscriptstudio — 2 months ago