Chance your way through hallways of rats, slimes, and goblins, relying on the gods of fate to guide your spells to their targets. Will you roll sky-high damage values, and break the max integer value, or get really unlucky and roll only ones, therefore perishing in a most unfortunate way?


In Chancemancer, you play as the archmage Themis, who is unfortunately in severe debt due to some gambling magic gone wrong. Fortunately enough, the nearby dungeon is full of enemies to steal from, and with the luck of the draw hopefully enough can be scrounged together to pay off everything. Let's just hope that chance magic doesn't go wrong again.

In simple terms: Run around the dungeon, kill enemies to get gold, pick up powerups and use your newfound powers to defeat stronger (and wealthier!) enemies. Do this by pressing WASD/The arrow keys to move your body into whatever you want to interact with. You can even hold down the keys to keep moving in the same direction, to avoid getting carpal tunnel syndrome!


But, if you want a more in depth explanation of the mechanics:

  • You have a base damage value, and a set of dice which roll every time you attack. Each dice roll produces a value between 1 and the multiplier shown at the bottom of the screen for that die, so for example a x6 die will roll a d6. The base damage is then multiplied by each of these rolled values, which calculates a final attack score. If this score is greater than the enemy HP, you win, and if it's less then you lose. Visually, that means:


a diagram!
  • The +1, +3 and +5 powerups each add 1, 3 or 5 to the max value of one random die respectively, so a d6 would become a d9 with a +3 powerup.
  • The die powerup adds one extra d3 to be rolled on each attack.
  • The +1 sword adds 1 to your base damage each time it is collected.
  • The heart and gold simply add another hitpoint or a bit more gold, relative to what you have stored.


Want to know who you're battling and who you are? Here you go! (Descriptions coming later!)

that's you!

That's you! A disciple of the divination of chance, you use your magic abilities to try and discern fate from all the other possible outcomes. Unfortunately, you're not very good at it, hence the massive amount of debt, and the fact you have to rely on magical artifacts in the dungeon to actually do any damage. Oh well.

rat!

It's a rat! Aren't they cute? As with seemingly all other dungeon rats, they're pretty damn huge, but thankfully that hasn't translated into any meaningful strength increase over a regular rat. You'd have to actively try to be defeated by these, which would be an impressive feat. It's a shame, too, because they're so lovely! Why'd they have to be hostile?

slime!

The diceslime is a fairly regular yellow slime that somehow picked up one of the dice lying around in the dungeon. Contrary to popular belief, this didn't actually do anything except make the die all slimy and the slime a bit upset, but many adventurers still believe this imbued the slime with fate magic. It has not been imbued with fate magic, and so you don't have to worry about it too much.

goblin!

The fategoblins are a certain culture of goblins which live in dark, stony buildings, like this dungeon you're in. They attempt to learn chance magic to get an advantage over all the other goblins when trying to conquer, fight or gamble with them, but have yet to actually learn to read any of the books on magic that they've stolen. They at least have shield design down; it does at least look like a die. They're trying their best.

snake!

Oddsnakes are renowned for always having an odd number of spots or markings on them, a predictable fact which makes no sense considering they live in chance dungeons. They also have the same condition that other dungeon vermin have, in that they're massive, and these particular snakes seem to have grown exceptionally powerful because of that. Researchers theorise that this is because they keep slithering through the rings lying around and absorbing their power.


I like the feel of this game - I don't think this is the proper definition of game feel (I've yet to get around to reading that book!), but it's a fairly small, self contained game with no main menus or complex victory screens weighing it down. In that way, it feels more like a jam game than a short web game, and I'm happy about that since it's more complete that way. That being said, and to be a bit more concrete in what I'm saying, it would've been nice to get more content in the game anyways. Only having 4 enemies feels a little small in a dungeon crawler, and some more variety between their behaviours could've been nice too. I did manage to get the foundation down for adding more, though, so there's always that.

As for the graphics, I really love what I've done with them. It's weird, because after 20 games I still don't feel like I know what I'm doing with graphics, but they're still usually my favourite part of the game. I think the dungeon background works well with being simple and not repeating too obviously, and I'm very proud of the sprites themselves, since they stand out pretty well and are detailed without looking cluttered. The squigglevision makes it look a bit more interesting as well (though it was a massive pain to do - I should probably find a way of automating that rather than drawing everything twice), and it feels surprisingly dynamic considering that there are no actual animations in the game. And the thumbnail turned out to look pretty good as well - the perspective on the face probably could've been better, but it's a lot better than my previous thumbnails with people in them, or at least it looks like it, so I'm happy enough. Of course, the above is all my opinion on art, which is probably very flawed, so feel free to tell me what you actually think about it all honestly!

As for the sounds, I'm not too happy that I'm still using CC0 music rather than making my own, but I'm also very grateful that so many people make music that is CC0 anyways, so thank you for that! The sound effects turned out pretty good, though, but it was a struggle making them feel less bfxr-y. I don't know if you know what I'm saying, but they sounded kind of like I just used the default presets on bfxr, which isn't bad in itself, but it did make the game feel like a bit less effort had been put into the sound design. Thankfully, I discovered that vibrato and arpeggio can actually make some pretty cool noises if you use them properly, so I'm now satisfied that the game sounds distinct enough from all my other games. With that all said, if you managed to make it through this veritable essay of a description/post mortem, thank you so much for taking the time to read it all! I'd love to hear what you have to think about the game too, and I'm so glad you played it! Thank you!

StatusReleased
PlatformsHTML5
Rating
Rated 4.2 out of 5 stars
(24 total ratings)
AuthorCakestorm
GenreAdventure
Made withGraphicsGale, Unity, Audacity, ChipTone
Tags2D, Dice, Dungeon Crawler, Pixel Art, Retro, Short, Singleplayer
Code licenseUnlicense
Asset licenseCreative Commons Zero v1.0 Universal
Average sessionA few minutes
LanguagesEnglish
InputsKeyboard

Comments

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(+2)

very fun and addictive game! 10/10 would go into debt again

Can you make this download?

(1 edit)

Apparently you will eventually turn your score into a negative number and money you get will make your number go "up" back towards zero x)


Also the perfect 0 glitch doesn't seem to appear as long as you keep your damage within range, a lot less fun than seeing how much you can get before the glitch gets you x)

Yeah, turns out it won't go any higher than this x) However, once it goes down into the 1 billions again, it turns back into an even number and starts to go up again. But then stops again once it gets into the 2 billions.

A year later, and I still don't know how people are beating this game, especially with the god awful RNG.

I thought it was a bit bogus too at first. But after rereading the game information, I realized it's pretty normal RNG. You just want to focus on fewer dice in order to prevent lower rolls and making your base damage number as high as you can get it.

(+2)

Here's the last run I did! :D

Also, a little sad that I died this far, but at least I won! :D

(I also died to dealing like 10 perfect zeroes in a row)

But, all in all, 10/10 game, would highly recommend playing! ^w^

Thank you! Yea, the perfect zeroes are a bit of an unfair bug (sorry!), but I'm glad you had fun anyways! And you got so far - don't think I ever made it to 40m gold myself!

(+1)

Sorry that you're only 32nd of 406 Free Dice Games on Itch, but great monster descriptions and story in the description! And wow those screenshots show some big numbers! Cool!

Haven't played it yet, just was browsing!

(+1)

HOW!!!! I lost by 52

(+1)

i was not satisfied with simply paying off my debt... SO I PAYED IT OFF 110 TIMES!!! also my damage kept overflowing to 0 lol

*ahem* make that 217 times.

died having payed off my debt 218 times over

(+1)

Woah! That's impressive! If only there was a way to actually leave the dungeon and cash it out. At least the next person to come along will find a nice 21 million gold lying around!

(+1)

if leaving your gold behind was an actual thing then it'd take a while for someone to find mine. i kept going down and right for prolly at least 100 rooms (i don't know the actual number, i wasn't keeping track)

(+3)

I've reached such a high number of possible damage that more often than not it overflows and defaults to 0 in battles lol

Incredible game, thx for the fun!

lol that happened to me too

(1 edit)

How are people beating this game??? I'm constantly losing to goblins even tho my atk is literally 6x higher than their hp. The RNG is pretty bogus.

I didn't read the explanation below and didn't exactly understand how the game works but I still had loads of fun!

(+1)

"OK, debt is paid, but I wonder how much more gold I can collect...."

Two minutes later: "Oh.  This is literally proof of my gambling problem."

gombling problem

lol that happened to me too. i managed to pay off the debt 218 times over before dying from damage overflow resetting to 0

(+1)

same lmao this game is a power trip

I had fun playing it. I know i am a bit late.

I have a few tips and ideas on how you coud improve / hammer out some of the flaws in this game. Its a game jam so for next time. :)

I ran into the same problem as Goof Sosiska.

Since you probably did the multiplying in sepperate steps you could check if the value gose down and then set it to max or infinit.

I have made an observation thats makes playing the game at the beginning. If you try walking in circles you cut of your own way back. I presume you override the grid with a new room egnoring if there is a room allready.

Again i loved it. You did great work. :)

(+4)

I'm so overpowered that I'm powerless.

(+2)

Wow! And I thought I caught all of the integer overflow bugs. Very impressive!

(+2)

Most enjoyable game yet! in my opinion. Would be fun to see more enemies and also some new mechanics to mix it up.

(+2)

Had a lot of fun with hit,

Great job and good polish !!