Dicing Knight.

Dicing Knight.

released on May 31, 2004

Dicing Knight.

released on May 31, 2004

DicingKnight. is a 2004 role-playing video game for the Bandai WonderSwan Color. DicingKnight. was one of the last WonderSwan games to be released, alongside Judgement Silversword, both winners in the WonderWitch development contest. The game makes use of all of the WonderSwan's buttons, with A and B allowing the player to use the sword and shield weapons at all times. In addition, the players can assign items to their inventory using the Y buttons. There was also another version released called Dicing Knight Legion, only for the WonderWitch development system.


Released on

Genres

RPG


More Info on IGDB


Reviews View More

Why is this game so expensive, Jesus.
Well, at least the game is good, although the dungeons really get hard near the ending.

As the dungeons get longer, the luster chips away and reveal its inherent flaws in being predominantly RNG, yet still manages to keep things fresh until the end. Runs can end in the blink of an eye without food drops, and precariously placed enemies only harm you further by burning your hunger bar with necessary shield and cross slash usage, but smart item manipulation can save a savvy player.

I'll give a lot of praise to specific systems that kept me engaged until the end, like EXP high scores for individual dungeons mostly eliminating the need to grind, and the lottery orbs allowing a certain level of RNG mitigation. The bosses were cool in how phases could be completed in two ways; patiently dodging until a phase timer ends, or deftly attacking openings in their patterns.

My favorite system which I've never seen replicated in anything else is damage and healing only being determined at the end of a physical dice roll. Every action you take uses one or many dice that have predetermined outcomes queued in an invisible meter, which you can make visible through a specific item, letting you perform unique actions like burning a series of low dice rolls before using your healing potion for a much larger benefit. The game even rewards you for rushing rooms at low health, as when you take a hit, you still have time to advance to the next loading screen before the dice finish rolling, nullifying the damage entirely.

Regarding item manipulation, item spawns seem to relate to player states. Food either only drops from enemies when low on hunger or has a drastically reduced drop rate when full, meaning you can sequentially clear rooms on low hunger without eating to accumulate a large amount of food, allowing backtracking if you're in a pinch. The same seems to be true for health potions, benefiting riskier players.

It's fun and the dicing knight is really cute.

It's Patient Zero. The game that invented the "roguelite indie game" genre and ruined society as we know it