Full notes
Full Dice Dice Baby update
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Repeated intro
Hello everyone,
What changed
- Gameplay
- Compatibility
- Store
- Balance
- UI and audio
Dice Dice Baby changes
Today is the day; Dice Dice Baby is officially out! 🚀
After months of hard work, demo improvements, player feedbacks, balancing and last minute polishes, it's finally time to release the full version of the game. 🔥
First of all, I really hope you like the game, and particularly the new content and changes that have been made since the launch of the demo. As a game developer and game designer, it is something really special (and scary) to release a game, exposing your baby, that you spent so much time, sweat and tears on to the world, sharing something that feels very personal with complete strangers. On the other side, the past few months have been amazing, as the demo release went very well and the game received very good and useful feedback. When making Dice Dice Baby, my goal was simply to make the best possible game, and bring as much enjoyment and fun to my players as possible, and I can only hope I've came close to reaching it. 🤞
Please don't hesitate to share your thoughts and improvements suggestions on the game's community page. I really love to hear from players and I'm convinced that a good game couldn't be made without lots of feedbacks to feed from. I try to answer your messages as often as possible, sorry if I sometimes miss some comments or questions. 🙏
Lastly, before the release patch note, I would like to once again thank all the people who helped and supported the game along the way. It's been a very "dicey" journey and I really couldn't have made it this far without all the support and feedback of my demo players, beta testers and friends, so thank you all ❤️
And without further ado, the release patch note:
Balancing
The reading glasses have been reworked: They now give +0.4 mult. per banked dice with an even value.
The dumbbell has been increased from score +4 per dice rerolled to +5.
The calculator is back! It gives +0.5 mult. to every combination.
The bundle of cash now decreases all shop prices by -1 (including the locked slots).
The shotgun shell has been reworked: It now gives -2 mult. for every bank after the first (instead of -1 bank).
The magnet dice lvl 1 synergy effect has been moved to lvl 2 and increased from +0.5 mult per legit banked dice in a combination to +1 (I also made them add the multiplier directly when the combination is scored, to be more consistent with the hot dice).
The magnet dice lvl 1 synergy effect has been reworked: It now adds 3 magnet D8 to the rolled dice. I think it brings something really different from the rest of the special dice synergy effects, while playing very well with the natural magnet dice gameplay, by giving you more values to combine.
The D6 lvl 2 synergy has been reworked: It now give dice +5 score for every combination they are scored in. It should help the D6 to stay competitive, especially in expert mode, as their gameplay encourages playing small values and they lacked from a strong score mechanic, while fitting their natural playstyle.
The D6 Big Red combination has been reduced back from +1.5 mult to +1 mult.
The"Turn limit"house rule has been reduced from "start the round with 1 bank" to "-1 bank for the round".
The "Max capacity"house rule has been reduced at round 20 and 25 from -2 bank slots to -1.
The"Tilted table"house rule has been reduced at round 20 and 25 from 2 dice removed to 1 die removed.
Mechanics giving free rerolls and banks (D10 synergy, holo dice synergy...) now don't trigger negative effects (Reroll fee house rule, energy drink...). They however should still count toward positive effect. The wording of house rules and lucky charms has been changed accordingly.
Shop
I've reworked the way lucky charms are rerolled in the shop. Rerolling the perk shop will now cycle through all the possible lucky charms before resetting the pool. Also, a sold lucky charm won't appear again in the shop before the pool is reset. This change should help bringing more variety to the shop and reduce frustrating situations where a lucky charm key to your strategy would never drop in the shop.
There can now only be a maximum of 1 random item proposed every shop reroll.
The cost of rerolling the perk shop has been reduced, from 5 to 4.
The board upgrades shop slot will now be refreshed if the shop was locked while it was out of stock (instead of staying out of stock).
Collection
The collection stats tab has been improved and split into each difficulty modes.
New items unlocked in the collection will now have a "new icon" marking them.
House rules
House rules now have names, to help distinguishing them.
The house rules are now tracked in the collection. You can reveal each of them by completing a round while they are active.
Misc.
Sound design has been improved, with new sounds when a synergy effect activates, deactivates, when locking the shop...
Source
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