This is a sub-page of Proto:Dicey Dungeons.
The 7DRL prototype of Dicey Dungeons is the very first build of Dicey Dungeons, created for the game jam called 7DRL Challenge 2018, which finished on March 13, 2018, although the build is dated March 16, 2018 on the prototype's main page. The prototype was built in Haxe and is available at Terry Cavanagh's official website here in both HTML5 and Flash.
At this point, the levels are rather similar to those from Dream Quest, a game that the developer, Terry Cavanagh, has cited as an inspiration for Dicey Dungeons.
General Differences#
- Overworld navigation is done by traversing a darkened map and clicking through the map until you find items and health to collect and enemies to fight. You have to defeat all of the enemies to go to the next floor.
- There are only three floors in the game and no bosses. The first floor has three enemies while the second and third have four enemies.
- You have to gain your first skill, Reroll, by leveling up. In the final game you start each episode with your character skills.
- When you defeat an enemy, you gain a static 12 experience points (xp). You need 5 xp to level from 1 to 2, and 10 * (current level) + 5 XP for each level afterwards.
- You do not get your health back when you level up.
- The status effect Freeze fully prevented you from using your dice. In the final game, Freeze turns your highest dice to a 1. The Freeze effect in this prototype was given to Lock in the final game.
- The equipment "Magic Missile" was spelled as "Magic Missle".
Graphical Differences#
Title Screen#
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7DRL Title Screen |
Final Title Screen |
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Map Screen#
7DRL Map (Starting) |
7DRL Map (Filled) |
Final Map |
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Combat Screen#
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7DRL Combat (Player Turn) |
Final Combat (Player Turn) |
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7DRL Combat (Enemy Turn) |
Final Combat (Enemy Turn) |
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End-of-Battle Screen#
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7DRL Experience Screen |
Final Experience Screen |
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Equipment Screen#
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7DRL Equipment |
Final Equipment |
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Enemy Differences#
The first set of enemies is very different compared to the enemies used in the final game, so they are listed here. There are no graphics for the enemies in this build.
Enemy Name |
Max HP |
Dice |
Equipment |
Appearances |
Notes |
|---|---|---|---|---|---|
Apprentice |
8 |
1 |
Magic Armor, Magic Missle |
Floor 1 only (1/2 chance) |
Early version of the Magician. |
Goblin |
5 |
2 |
Short Sword |
Floor 1 only (1/2 chance) |
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Rogue |
12 |
5 |
Poison Slingshot |
Floor 1 only (1/2 chance) |
Early version of the Dryad. |
Squire |
8 |
3 |
Shield, Shield Grip |
Floor 1 only (1/2 chance) |
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Priest |
25 |
4 |
Verse of Sorrow x4, Divine Rod |
Floor 1 only (1/4 chance) |
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Assassin |
18 |
5 |
Poison Slingshot, Magic Missle, Short Sword |
Floor 1 (1/4 chance), Floor 2 (3/5 chance) |
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Snowman |
20 |
6 |
Snowball x6 |
Floor 1 (1/4 chance), Floor 2 (3/5 chance) |
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Wizard |
18 |
1 |
Freeze Spell, Fireball, Backfire, Poison Spell, Magic Shield, Hall of Mirrors |
Floor 1 (1/4 chance), Floor 2 (3/5 chance) |
Early version of the Wizard. |
Druid |
10 |
3 |
Staff, Healing Crystal x2 |
Floor 2 only (3/5 chance) |
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Orc |
20 |
5 |
Sword, Small Shield, Shield Grip |
Floor 2 only (3/5 chance) |
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Knight |
16 |
3 |
Tower Shield, Shield Grip |
Floor 2 (1/3 chance), Floor 3 (100%, 1/3 chance for two) |
Early version of Aoife. |
Wicker Man |
20 |
5 |
Staff, Healing Crystal x4 |
Floor 2 (1/3 chance), Floor 3 (100%, 1/3 chance for two) |
Upgraded version of the Druid in this game. Early version of the Wicker Man. |
Yeti |
30 |
8 |
Snowball x8 |
Floor 2 (1/3 chance), Floor 3 (100%, 1/3 chance for two) |
Upgraded version of the Snowman in this game (a contrast to how the Snowman is an upgraded version of the Yeti in the final game). |
Equipment Differences#
Since countdowns weren't implemented in the original build, many differences exist.
Name |
7DRL Requirements |
7DRL Effect |
Final Requirements |
Final Effect |
Notes |
|---|---|---|---|---|---|
Backfire |
REQUIRE3 |
Oh no! Take 5 damage |
REQUIRE1 |
Lose 5 health |
In 7DRL, Backfire self-inflicted 3 damage despite the text. |
Divine Rod |
Three REQUIRE6 dice |
Reduce health to 1 |
Four REQUIRE6 dice |
Reduce health to 1 |
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Fireball |
REQUIRE2 |
Deal 5 Fire Damage |
Even |
Deal [fire] |
7DRL item is more similar to "Flame Spell" |
Freeze Spell |
REQUIRE1 |
Freeze all dice, do X dmg |
REQUIRE1 |
Deal [ice]5 damage, freeze 2 dice |
"X" is equal to the number of dice frozen |
Poison Slingshot |
Two dice that sum to 7 |
Add 2 poison |
COUNTDOWN 12 |
Add 4 poison |
The 7DRL slingshot was brought back in the Reunion DLC as "Ancient Slingshot" |
Snowball |
Odd |
Freeze 1 dice, do 1 dmg |
ODD |
Do [ice] |
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Staff |
Two dice that sum to 8 |
Deal 8 fire damage |
COUNTDOWN 8 |
Deal 6 fire damage, burn 1 dice |
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Tower Shield |
Three normal dice |
Add % to shield |
MAX5 |
Add [] shield (2 uses per turn) |
Unused Player Classes#
In this build, you could only play as the Warrior. However, it seems like two extra classes were to be added:
- Thief, a character that started with 12 HP, 4 Mana, 4 dice, the equipment Dagger and Poison Slingshot, and the skills Reroll and Steal.
- Mage, a character that started with 8 HP, 16 Mana, 3 dice, the equipment Staff, and the skills Reroll and Magic Dice.
Unused Equipment#
Equipment names are stored as lowercase internally, since the equipment names are case-insensitive.
Name |
Requirements |
Size |
Effect |
Notes |
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poison arrow |
Three dice that sum to 10 |
1 |
Add 4 poison |
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spare 1 |
Spare 1 |
1 |
A spare pre-rolled 1 |
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spare 2 |
Spare 2 |
1 |
A spare pre-rolled 2 |
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spare 3 |
Spare 3 |
1 |
A spare pre-rolled 3 |
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spare 4 |
Spare 4 |
1 |
A spare pre-rolled 4 |
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spare 5 |
Spare 5 |
1 |
A spare pre-rolled 5 |
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spare 6 |
Spare 6 |
1 |
A spare pre-rolled 6 |
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spare dice |
Spare 7 |
1 |
A spare dice |
"Spare 7" indicates a random dice each turn. |
two-handed sword |
Five normal dice |
4 |
Deal DOUBLE damage |
When dice inserted, description changes to "Deal DOUBLE damage (% * 2 = & total)" |
Unused Functions#
- Code indicates that there were plans to allow equipment to be upgraded up to 6 times. Upgrades simply added a free dice equal to the number of times upgraded to the equipment. However, there are no ways to upgrade equipment.
- The Dexterity status effect exists, but no equipment allows you to use it. It allows you to keep the next dice you use. This effect exists in the final game as the Re-Equip? status effect.
- There is Mana in the game (given to the unused Thief and Mage classes), but no equipment gives or consumes Mana.
MIDI Music#
Dicey Dungeons used MIDI covers of pop music until v0.11, when Chipzel was brought in to make the music. The songs in this prototype were converted into MP3 format using Terry Cavanagh's minimalist DAW, Bosca Ceoil.
Internal Name |
MIDI Track |
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title.mp3 |
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dungeon.mp3 |
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dungeon2.mp3 |
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dungeon3.mp3 |
