Dice Player One

Dice Player One

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Beginner's Tips for Dice Player One
By ~ Topology ~
Dice Player One is a fairly polished roguelike deckbuilder, but I think the tutorial is a bit lacking and the translation and keyword usage isn't very well-done, making some mechanics of the game confusing.
In this short guide, I list some things I wish I knew when I started playing this hidden gem.
   
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Quick Tips
Here's some quick tips to get you started with the game:
  • Travel light; go for smaller dice box.
    On the rhythm (difficulty) settings on the dice set selection screen, one of the run options include Travel Light, which gives you a -1 maximum dice box size per level, up to -5.
    I highly recommend going with Travel Light V on EVERY run., despite the game hinting that a smaller dice box means a harder run.

    If the number of dice you have exceeds the maximum number of dice the dice box allows, you'll get to choose which dice you want to remove.
    A smaller dice box means you'll get to remove your early-game dice faster as you obtain stronger, late-game dice (in particular, it allows you to remove the 10 useless, standard dice earlier in your run).

    In Dice Player One, larger dice boxes do benefit from allowing more Global Effect dice to take effect.
    Even so, Global Effect dice tend to be much less effective than dice of the same rarity which needs to be on the board to be useful, and most are pretty useless when they actually show up on the board.
    Plus, of all the resonances, only one (hibernation) takes effect for dice not on the board.

    Finally, speaking from a more general perspective, on almost all deckbuilder games, you would want a smaller deck in order to more consistently draw your winning combos.
    The same holds in this game.

  • All dice's points are factored in when filling in an advanced dice type.
    For example, if your hand is 1 3 3 3 6 and you fill in a three-of-a-kind, the 1 and 6 dice's points are factored in as well.
    (This may confuse you if you've played Balatro)
    The same does not hold for basic dice type (except Choice); if for the above hand you fill the Three dice type, then the points of the 1 and 6 dice are not included.

    Yes, you didn't misread the last paragraph: for all purposes, Choice is a basic dice type, despite the UI grouping it with the advanced dice type.

  • Resonances are strong, especially those giving permanent points.
    +10 permanent points isn't a lot, but even after as little as 10 entries, that's already a +100.
    It's recommended to use up all resonance slots as soon as your run's economy allows you to.

    If you're running a deck with many active skills or a deck focusing on dice destruction, resonance becomes even stronger.
    I highly recommend saving up for several Echo modifications in that case.
    • The Suicide Squad resonance (-3% Real Time Target Score upon destruction) and Fallen Petals (+5% permanent multiplier on all dice type upon destruction) in particular are very strong.
    • Sandification (+5 permanent point on usage of active skill) is strong, but Hoarding (+10 permanent points on obtaining coins) + Gilding (+1 coin on usage of active skill) is really good.

    Note that the Celestial Garment die's effect gives a special resonance which actually gives +2 resonance (i.e. a net +1 resonance slot), unlike other special resonances which only gives +1 (which is a net +0 resonance slot).

  • Draw more dice
    Drawing more dice means a lot:
    • More dice on the field means more dice's points are factored in.
    • Most dice's effects take place only on the field. Drawing more means more effects.
    • More draw means you'll draw your stronger dice more often, making the run more consistent.
    • More dice makes getting advanced dice type easier.
    Well you get the point.
    You can increase dice draw by Hexagrams (of which you'll receive one after beating the stage 4 boss, and another after the stage 8 boss) and dice effects such as Infinity, Unequal Exchange, and Hand of Fate, and the Replenisher resonance.

    You can also "summon" dice into the field which draws specific dice into the field and allows drawing certain important dice before the deck finishes a cycle.
    Example dice which summons are Bishop (obtained by upgrading the Pawn) which summons the Rook (which eventually summons the Queen and King), Spectacular Duel (which summons Evil Villain and Just Hero), and Roach, First Strike, and Warp (which each summons themselves when they're off the board and certain conditions are met).

  • Most Boss dice are strong, but more often than not you don't want them.
    After beating each boss on levels 4 and 8, you'll be given the option of taking a boss die corresponding to the boss you just defeated, or to skip and get 10 coins.

    Unless they don't disrupt your current deck, I would against taking them, since
    • Boss dice start with 0 resonance slots and cannot be forged in the workshop.
    • Stage 4 bosses tend to give weak boss dice, which you eventually need to remove, while taking a new die in stage 8 is a bit too late to allow proper scaling.
    • Many boss dice require building the deck around the die for it to be useful.
    • The 10 coins you get for skipping is plenty to be used to improve your existing deck.
    See the Boss Dice section for details.

    Similar observations hold for legendary-rarity dice, which can be identified by their rainbow corners (though, in contrast, you can get legendary-rarity dice much earlier, in which case you'll have plenty of time to build your deck around it).
    Note that boss dice (and legendary dicecan have resonances from other dice's effects, such as Celestial Garment (from Celestial Garment), Parasite/Heartstealer (from Heartstealer Demon Lord), Thunder (from Zeus), Rat Swarm (from Plague), and First Embrace (from Dark Father).

  • Beware of level 5 (the level after the first boss)
    If you struggled in beating the first boss, it's a sign to go all-out on the shop just after.
    Whereas most level's target score just about doubles the previous level's target score, the 5th level actually quadruples (4x) the previous target score, raising it from 1000 to 4000.

  • The Reinforce modification doesn't triple future change to permanent points
    So save if for when you think the dice is already prime.

  • Despite being a roguelite deckbuilder, you can save scum.
    Returning to Main Menu in the middle of a level or in a shop resets your run to the start of the last shop visited, refunding all coins spent and resetting the shop.
    You can use this to not restart a run, for example if your deck is barely making it but you get screwed by bad RNG, or if you needed a particular dice type's fill/multiplier boost and you didn't get it with the funds you had.

  • Turn on the in-game multiplier's display.
    It's simple but helps you make better decisions on which dice type to go for.
    You can toggle the display with the flower-like button on the top right of the display board.

  • Speed up the animation
    After the first few rolls, you'll notice score calculation takes quite some time.
    If it bothers you, go to settings, and maximize Animation Speed and Dice Roll Animation Speed.
    FInally, you can set Play Bonus Animation to Close to disable the scoring animation.
Epilogue
Hope the few tips I mentioned helps a bit in getting you started with the game.
I'm writing a more comprehensive guide, detailing how certain possibly confusing bosses and dice actually work.
I'll also give recommendations on which dice I think are the best, and how to strategies on countering harder bosses.

Please look forward to my next work. Enjoy the game :)