FAMILIAR MECHANICS, NEW DEPTH
DICE TACTICS delves deep into dice mechanics to create a brand new tabletop-like experience that is designed specifically to play as an RPG. We worked hard to design an immersive dice experience, where each roll shows the dice spin across the screen then skip until finally landing on a number - just like physical dice. The 3-D polyhedral dice are crafted to also incorporate roll effects like blaze a trail of fire or spark upon landing or several other neat visual impacts.
CRAFT YOUR OWN STORY
Available Now! You decide where the story goes by choosing the next move: Do you burn the bandit camp? Do you take the shortcut through the dark forest? And many other choices!
With Your Funding! The story will continue to offer you choices but you will start on your next conquest in Chapter 2: Sea of Discovery. We want to save most content of Chapter 2 for the big reveal but we will share that it might include pirates …. arrrr.
YOU KNOW WE GOT THE LOOT
Available Now! After every battle, you earn the chance to collect dice. In turn, these dice can be used to roll for upgrades. Some of the upgrades for the current version can increase the number of turns for your character or make weapons hit harder.
With Your Funding! We plan to expand the loot for upcoming versions. We want to include weapons with more unique mechanics that do damage in new ways, add armor with specific strength for individual pieces, allow for dice size and power upgrades, and buffs that synergize weapons and abilities.
Available Now! Hand select several aspects of your own character. Customize their physical appearance including their hair type, nose, mouth, eye color, etc. Pick from three classes, the Beast Master, Paladin or Champion Archer. You also get to pick to include either a Bard or Rogue to fight by your side to defeat the enemies of Kalheed. Characters have an area of potential abilities such as summons, damage enhancements, healing, speed adjustments, etc. What do you think is the best crafted team to increase your chances of success?
With Your Funding! We have grand plan to adjust the customizations system so that there will be more and higher quality facial options. We also would like to add scars and facial hair so you can really make your character your own.
Characters You Encounter
Available Now! We have amazing artists on our Extended Team and below is just a small sample of some of the characters you might see in the game!
With Your Funding! The next Chapter will encompass many new enemies that continue to expose the magic of this fantasy world. Keep in touch on our facebook page as we like to reveal characters while fans await our next build!
Available Now! We have many different enemies to battle with a wide range of different abilities they will use to defeat your team. Each character will charge up and take their turn to use their abilities or weapons to aid their allies or defeat their enemies.
With Your Funding! We would like to add more depth in the battling system adding new mechanics such as waves of enemies and ways to block enemies from appearing in the battle. Additionally with new upgrades, weapons and even adjustment to the progress system will change how you and your enemies will battle. Be wary as the AI will get smarter as we progress the game with new targeting mechanics and even new behaviors to attempt to steal victory.
Available Now! Maps allow you to pick your own path to the destination. Some maps adjust slightly with new enemies appearing. There are even shortcuts that can be taken but there is always danger taking the fast way.
With Your Funding! We will be adding even more dynamic elements to the maps of the future with even more enemies moving around the map with the addition of traps that should be avoided or disarmed. Expect to find more fun secrets as your travel the world of Kalheed.
Plain and simple, we got here as a result of listening to the valuable opinions of the gaming community. Born from a love of tabletop games, Deck Dungeon was the first small prototype to be unveiled at a conference hall full of game enthusiasts at Phoenix Fan Fest (shout out to Arizona! Woop!). We had a very positive experience with lots of great feedback that weekend but the thing that shined the most were the dice. It was something the crowd said they hadn’t experienced in other mobile games. So, we doubled down on the dice mechanics and we rebuilt the game, which gave rise to Dice Tactics. Armed with surveys to capture the voice of the player, we still attend conferences and continue to build Dice Tactics based on crucial feedback from fans. For instance, much of the vision we have outlined here today was requested by players!
Great News! We have reached an awesome and playable core of the game mechanics for Dice Tactics with the release of Chapter 1: Rise of the Demon King. Chapter 1 was recently released in April 2019 for free on IOS and Android store pages! Yaaaasss! But of course we have glorious dreams to do more!
- Chapter 1 (1-2 hours of gameplay)
We think we have a solid foundation for Chapter 1 but we do see the need to add more weapons and abilities, clean up interfaces, adjust the customizations system, and improve game design.
- Chapter 2 (1-2 additional hours of gameplay)
Content Generation and Story Building
We have an outline to build three more chapters in order to tell the Demon King’s Story, our fans’ favorite character. We look forward to adding more stories and adventures to further fill out the world but are setting our sites on Chapter 2 to get more momentum.
- PC Platform
The idea of Dice Tactics was to create a mobile tabletop RPG for more accessibility.
With feedback from our loyal Tactician fanbase, we have heard that the people want a PC platform, and guess what, if we get the funding, we are going to give it to you!!!
- Additional Content
Even past the Demon King Arc, we would love to add more stories to fill out the world of Dice Tactics Whether it is going back in time and battling with relics or towards the future with new enemies and challenges, help us bring the additional content you want to see. See stretch goals to learn more.
We also would love to offer some different forms of multiplayer, more on the co op side, but if people want PVP then that’s what we’ll do.
- Campaign Editor
Allow people to build their own campaigns within the game to share with friends.
We want to bring you more content and we are hoping the Kickstarter will do just that: kick start the work! We also recognize that following the Kickstarter, in order to continue to deliver, our long term strategy will likely need to include allowing the player to purchase and/or earn chapters, removal of reward ads, and aesthetic visual elements (i.e. skins). Rest assured, that we feel strongly about providing an even playing field no matter what is purchased AND only a one time charge for all content in each chapter, start to end. We are excited to offer some of these features to you before they are offered to be earned and/or purchased - we hope you agree that this is a win-win!
We are game developers and artists who pride ourselves on making a game that our fans want with the features they ask to see. To date, we leveraged player feedback to implement new characters, more story elements, battle features; but, we have now been asked to focus on even larger priorities. Kickstarter is a perfect platform for us to make this happen! In our humble opinion, our game fits into a niche market of a unique electronic tabletop RPG with real dice physics coupled with the excitement of choices and dice rolls determining what path awaits you! Given this, we find you to be the best determinant of whether or not we get funding. Plus, as you can tell by our game, we like to put the power and choice in the hands of the player, so how fitting that you decide our fate in a Kickstarter!
We are passionate about our work! Twice a week we meet as a team with the emphasis on placing player perspective at the forefront, following through with our commitments, and managing the work using the rigors of timelines and measurable goals. To cover all aspects of running a project, we have assembled a group of diverse backgrounds and expertise. (Warning - we also like to have fun so we hope you enjoy some of the more quirky personal details we added to our profiles)
Matt Dumouchel (Founder / Meow Master)
Born from the fires of Phx AZ, he earned a Bachelor’s Degree from UAT, University of Advanced Technology. He has logged over 15 years of software developer experience working for various corporations but recently quit his full time position to build video games (gasp!). He has released a total of five games to IOS and Android and has leveraged those lessons … errr … umm … experiences to create DICE TACTICS. He regularly attends gaming conferences and has hosted 10 indie developer booths. DICE TACTICS was recently proudly displayed at the Level Up Expo in Vegas with plans to have a booth and present a panel at Phoenix Fan Fusion (May 2019). His experience isn’t all about work as he has over 600 overs in Rocket League and successfully wiped an entire group in D&D, single handedly. As an entrepreneur, he is a mentee of Jack Brickhouse, Panoramic Lifestyle, as part the Score Mentor program and Matt has been interviewed a handful of times. Above all, he faithfully wears the DICE TACTICS Necromancer cosplay costume every Halloween. Also of note, he is proficient Unity, C#, JS, html, and Flash. Fun fact about Matt: he once ate Mac N Cheese that had applesauce instead of milk (Plz refer to Beth’s Bio)...
Robin Rutchik (Marketing / Captain Series of Tubes)
She hails from the land near Washington, DC but now has migrated to Guatemala. With a background in grassroots organizing she has done a little bit of everything between canvassing to Director of Development for various nonprofits. Now from Guatemala she battles the internet connection to make sure our fans hear about new game updates and news. The rest of her day is usually filled with long walks by the lake with her rescue pup, Sadie.
Elizabeth Di Cristofaro (Business Management / Cat & Founder Herder)
While she has lived on both U.S. coasts, she was raised in Arizona and now living it up in San Francisco. Her experience is with process improvement, project management, strategic planning, and leadership but is loving the indie game business scene. She once served Mac N Cheese replacing the milk with applesauce, which in theory was a good idea, but did not pass the taste test on account of using cinnamon applesauce.
Current Extended Team
Zachary Woodbridge (Contracted Writer)
Steve Carcamo (Contracted Artist)
Wilhelmina Thillmony (Contracted Artist)
Dale Skutt (Contracted Music)
Other Special Contributors and Supporters
Brian Orozco, Alex Terrill, Nicholas Dumouchel, Samantha Yedor, Miguel Rivero (Past Contributors)
High Level Timeline
If we reach our funding goal, we will get started straight away on Chapter 2. Given our previous time in process, we would aim to release Chapter 2 by September 2019. Following the chapter release, we will set our sights on building the game on a PC platform. After looking at the scope of this work, we think November 2019 is a good target for a PC version.
Risks and challenges
We recognize risk is inherent in any project. In projects of this nature, we know that we will need to mitigate and detect any risks associated with delivering the expected product within the specified timeframe for the requested funding. Our key strategies to quickly identify and overcome risks include:
1. properly outlining and estimating the effort
2. maintaining a solid core and extended team
3. drafting a solid project timeline that is regularly reviewed and updated based on priorities
4. requesting ongoing feedback from players
This is a strategy we continue to hone but feel confident that these tenets will help us successfully reach our goals.
- (30 days)