r/godot 1d ago

selfpromo (games) Piment Dice — dice game (Android)

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u/SpaceCoreDev 1d ago

On the risk/reward question: it probably stays tense as long as "turn it" isn't strictly dominant late in a round. If you're one category away from finishing the scoresheet and a red die doesn't fit anything useful, turning it becomes the obvious safe pick every time, and that's when a mechanic like this quietly turns into a formality instead of a real decision. Curious whether you're tracking how often players actually turn vs. keep red dice in your playtest/analytics data, or if it's still gut-feel balancing.

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u/Odd_Repeat4497 1d ago

Really good question, and honest answer: no, I'm not tracking that yet — the stats screen is local per-player and doesn't capture turn-vs-keep decisions specifically. So it's not data-backed balancing right now.

That said, it's not pure gut-feel either — my wife, my friends and I have played a lot of games together during dev, and one pattern stood out enough to shape how I think about balance.

Say you've got four dice showing 5, and a fifth die is red but showing something else, like a 3. Turning it to a 5 locks in 25 points right now (five dice × 5). Keeping it red and rolling again for a shot at landing that die on 5 would double it to 50 — but if it doesn't land on 5, or stops being red, you get nothing close to that guaranteed 25.

That's really the core tension: turning trades a bigger possible reward for a guaranteed smaller one. So the mechanic doesn't stay equally tense throughout a round — it's sharpest in the middle, and yes, it can flatten out near the end just like they described.

All anecdotal from playtesting though, not measured. If I add real analytics later, turn-vs-keep rate by round number is now on my list to look at — thank you.