Good news! The playtest is approved on Steam and going live this Friday! You can sign up below to request access when it goes live.
sofamire
Creator of
Recent community posts
Hey thanks for the info! I was worried that would happen. It doesn’t have any certification from Windows as I haven’t submitted it to Microsoft, so it will think it’s a virus until it’s in their system
You should be able to still go through with the download by checking the “download anyways” prompt (or whatever it’s called).
If you don’t want to do that for safety I completely understand! The Steam build should be up in a couple days. Steam needed 3-5 days to certify the build, but once that’s done I can post a link when it’s out.
Sorry about the confusion!
Hey all! Excited to be releasing my first major playtest for my dice-based roguelite, Diecast! I'm hoping to release in late 2026, and looking to gather feedback (and hunt down bugs). Check it out below:
https://sofamire.itch.io/diecast
Diecast is a roguelite bagbuilder inspired by Yahtzee. Collect a wide assortment of dice, hands, and pins to beat ever-increasing scores.
I’ve been working on Diecast for the past two years part-time. It’s been a passion project when I’m not spending time with family or working. Diecast is built in GameMaker, which I’ve been using on and off since middle school. It’s a really great engine!
Hello high rollers!
Diecast has been a passion project of mine for two years, and I'm excited to see it get to this stage! Please leave any feedback in-game, here on Itch, or in the Discord (We'd love to have you!)
Let's dive into the patch notes:
General
New Visual Effects - Added to dice, reworked how dice popups act and interact
New Dice Sorting - Dice can be sorted with the icon or by pressing "CTRL"
Difficulty - Rebalanced difficulty to be a bit harder for each tier
Reworked Shop Rarities - Common Shop (common 50%, uncommon 28%, rare 15%, legendary 5%, exotic 2%), Uncommon Shop (common 43%, uncommon 43%, rare 7%, legendary 5%, exotic 2%), Rare Shop (common 40%, uncommon 18%, rare 35%, legendary 5%, exotic 2%),
Reworked Dice - Party Popper and Fireworks (reduced faces with abilities), D10 (now has faces 1-10, duh)
Reworked Pins - Bank Vault (now gives half your CASH as POINTS, was too OP when stacked)
New Dice Terms - ON COLLISION (abilities that activate on collision with other dice), LOCKED-IN (abilities that get locked, like face values), RESET (resets all bonuses and stacks on a die), EXHAUST (only activates once per HAND), DELAY (how often an ability can trigger)
New Dice
Junk: Pom Pom, Large Pom Pom, Shiny Pom Pom, SECRET penny, Nickel, Dime, Quarter, Half Dollar, Double A Battery, Triple A Battery, Old Coupon, Old Receipt
Elemental: Stasis, Limit Break (O, X, C, U)
Number: Another One, Stock Dice
New Bag
100: How far can you get with 100 rolls?
And many more bug fixes and small changes! Excited to see it in yal's hands!
All the best,
Sofa
Hey, I bought this about a week ago but have been really busy and haven’t had a chance to explore it yet.
Is it possible to create randomly generated levels using your FPS engine? Like if I had it create hallways, rooms, etc at the start of the room, would that work? Or does it require tiles to be placed in the editor for it to function?
Thanks!
I was confused for a second and thought the second playing area was for a second player. This reminds me of the Puyo Puyo games, and I would love to see this having a competitive 1v1 mode like that. The dice almost change too quickly to manage, but I was playing on a laptop touchpad so that may be the issue.
Great idea and use of the theme!
Made it to "The End?" I really enjoyed the gameplay, and the risk/reward of the choice of using disks to quickly beat the level, but increase difficulty. Graphics took some time to get used to, but after a few levels I was able to pick things out easily enough. Your game reminds me a lot of the old Llamasoft iOS games from years ago. I enjoyed the chaotically planned levels as well. They felt like part puzzle/part action.
Great idea! It reminds me of a more violent Pong!
I found that the game window went up and down scrolling through the webpage when I used the arrow keys, but when I made it fullscreen that fixed that problem.
Also, the shield sometimes spawns on top of the spinning blades in the floor. I don't use Construct, so I am not familiar with the language it uses. However, you could have the blue shield item teleport to another part of the room if it is touching one of the blades in the floor. That way the player wouldn't be hurt when picking it up off the ground.
I hope my advice makes sense!
Amazing tool! Thanks!
Here is one I created based on the color palette for "The Legend of Zelda" on the NES:
name="The Hero"
author="sofamire"
0=f0d8a0
1=d2b77d
2=089000
3=a16703
4=4040f8
5=b03020
Here is one based on darker base colors, and then purple, orange and white:
name=Nightmare
author="sofamire"
0=000000
1=1f003b
2=7c00da
3=b75bff
4=efddff
5=f5a623
Here is one based off of Cherry Blossom/Sakura trees. The ripple effect looks really good as a kind of "water" in this one:
name="Sakura"
author="sofamire"
0=164b7f
1=19528b
2=fcb8f4
3=fcb8f4
4=fce4ff
5=fce4ff