Dice & Fold

Dice & Fold

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Mundane_JPG Sep 19, 2024 @ 2:58pm
Save and Quit is VERY broken in this game
TLDR: Game saves some stuff and forgets others. Game uses a limited pool of enemies that eventually runs out and causes a hard end to a run that resets too often (not necessarily a bad thing if it were intentional (but it isn't intentional and thus is bad because it breaks things), I suggest a way to implement it through my non-programmer based knowledge). Allows for semi infinite health and item regeneration, and breaks the dice and monster pools "breakfasting" to orange dice and no monsters (which makes it impossible to end turn, forcing a reset).





1) What is saved?
Health of your party *3
dice bag and activated ability dice slots *1
Items acquired that stage *4
Dice colors *5
Enemy Pool *2


2) What is not saved?
Enemy positions *2
How many dice have been rolled that stage *1
Single stage / turn use abilities *3

3) What does this mean?
*1 results in quasi-infinite dice generation as well as application of said die to abilities
*3 When paired with a character that generates items, health and so forth, you are able
to apply whatever effect you want using dice infinitely.
*4 Makes generation of multiple of the same item within the same stage not work,
however you can still exhaust the pool if you are patient enough
*5 Makes it unlikely as you eventually only roll orange dice for some reason

*2 The game upon saving and exiting forgets which enemies you were fighting and
prepares new ones for you. Each Zone seemingly has its own finite pool from which
it takes enemies, which depletes each time it refreshes. Do this enough times, and
you will load into a stage that has no enemies, and as you can only roll once
enemies have loaded in, you are now stuck until you make a completely new game.
Saving and quitting does not help you.

4) My attempt at fixing it + An extra something I cooked up along the way from a non-game dev's pov aka please don't hate on me if it's unfeasible I did my best to think of the order in which stuff would need to happen for it to not break into a million tiny fragments instantaneously
First part of my stuff is a counter for how many times a stage is restarted. Have the restart counter start at 0. This is all done alongside the other changes to the save system.
Whilst loading stage, read restart counter. If restart counter > 3, deal 10 damage to companion and/or you
1) Load into the stage, disable menu until enemies and / or shop items are drawn
Increase restart counter by 1 before spawning items or enemies
2) Save the enemies, shop, dice bag, ability (active / not active / locked), health, coin states and restart counter
Once saved, if restart counter is >5 summon a "Time Wraith" that can not be targeted by hero abilities, and silences and covers the left most enemy like an inverse Dullahan.
Suggested stats are a <=1 and >=6 dice slot as well as a total dice slot equalling your hero's health. This is to force a 1 and 6 exactly (disallowing the item that allows neighbouring dice values to fill exact dice slots.)
Upon folding, Time Wraith drops unique item and unlocks relic of the same name and effect (if not already unlocked) "Time Wreaths" that 'prevents "Time Wraith" appearing for the rest of the run'.
Upon ending a stage or dying, set restart counter to 0. This will mean with the plus one your first look at a stage will be at a value of 1. The numbers aren't particularly relevant, if 0 breaks things because computers just bump everything up by a value of 1 to compensate.

3) Save upon death same as current.

4) Replace "save and quit" with "quit to title". It no longer saves anything. It will load you up from the start of the stage that you most recently entered. Same enemies, same initial health this also prevents edge cases of people who are legitimately going to win, ultimately losing because they "save and quit" hoping to resume later, only to have low health after fighting a powerful end boss and having to start over from scratch at said reduced health. Also allows those desperate to try a different order the chance to redo that round like what I feel current patch is supposed to provide.
Optional 5D) The optional time wraith and gradually reducing health means you don't get infinite do-overs (even if you beat the time wraith) and the time wratih provides an additional, alternative challenge for anyone up to it.
5 "Give up" clears data as normal.

This took me too long to type up. Hope it gets seen.
Last edited by Mundane_JPG; Sep 19, 2024 @ 6:32pm
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Showing 1-2 of 2 comments
tootoome  [developer] Sep 21, 2024 @ 7:56am 
Hii, thank you so much for taking the time to bring this issue to our attention! <3 We really appreciate it. I've summarized it and noted it down in our bug/feedback tracker and the dev team will definitely go through it and see what they can do <3

You can also join our to Discord to share any additional screenshots/videos related to this bug.[discord.gg]
Mundane_JPG Sep 22, 2024 @ 7:27pm 
Originally posted by tootoome:
Hii, thank you so much for taking the time to bring this issue to our attention! <3 We really appreciate it. I've summarized it and noted it down in our bug/feedback tracker and the dev team will definitely go through it and see what they can do <3

You can also join our to Discord to share any additional screenshots/videos related to this bug.[discord.gg]
Saving and Quitting during shops allows you to gain duplicates of Unique items (if you purchase a unique item, then save and quit, then reload)

It also lets you use Archeologist multiple times because of the reset skill function
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Showing 1-2 of 2 comments
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