Zarmancer

A dice auto-battler where you craft your fight before it starts.

You have five dice — D4, D6, D8, D10, D12. Each one holds an elemental ball you bought, fused, or bartered for. You set each die's stance, hit Submit, and watch them clash. The strategy is the build. The battle is the test.

Build phase

  • Shop — three elemental balls per round. Buy, lock, reroll.
  • Slot — drag balls onto your dice. Set each to Attacker or Defender.
  • Merge — three matching tier-1 balls fuse into a tier-2. Three tier-2s into a tier-3.
  • Synergize — collecting same-element groups triggers named synergies (*Pyromancer*, *Tidecaller*, *Stormbringer*, and more) at visible thresholds.

Battle phase

Five clashes, one per die size. Higher roll wins, attacker bias on ties, then reactions fire.

  • A winning Fire Attacker leaves the enemy Smoldering.
  • Wet hit on Smoldering → Burning — damage every clash.
  • Windy hit on Burning → fans the flames, more stacks.
  • Wet hit on Burning → puts it out.

For now I have, nine elements and eighteen reactions. Speed up the playback or step through clash-by-clash.

What this build is

A prototype. The end goal is asynchronous PvP — your build fights other players' builds while they're offline — but right now you're testing the loop solo against procedural opponents.

I'd love feedback on:

  • Which synergies feel strong vs. dead weight?
  • Do reactions read clearly or is it visual noise?
  • Where did you stop to check "How to Play"?

Drop a comment or just rate the game — both help.

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*Mouse only. Built in Godot 4.6.*

Development log

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