Roguelite Roll the Bones releases a stunning new gameplay trailer ahead of Fall release

Paula Vaynshteyn

New Member
If you’re a fan of roguelite games, then there’s a particular indie on the horizon that you should keep an eye on. Roll the Bones is the product of solo developer Luke Kabat, otherwise known as Shrimp Industries, and what he’s developing looks exciting, fresh, and infuriating in all of the best ways. Roll the Bones is a roguelite that sees the player using spells based on dice rolls. Facing off against fantasy enemies such as slimes, skeletons, demons, and rats, you’ll use the dice in your arsenal to try and make it through progressively more difficult dungeons. Of course, this is a roguelite, so you’ll need to upgrade those dice and spells if you want to make it through the higher difficulty dungeons. Roll the Bones Gameplay Trailer In an exciting move in terms of development, the gameplay trailer for Roll the Bones has been released today (June 26): Set to the fitting tune of Underdog by DAVIS, the trailer shows off how brutal and challenging the various levels of Roll the Bones are set to be, while also giving some indication as to how the dice-rolling mechanics will actually work. Dice rolling takes time, and players are encouraged
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I really love the concept of dice-based spells. It reminds me of how unpredictable magic should feel. A lot of roguelites just focus on speed and reflex, but this one looks like it’s more about planning and timing. The part in the trailer where the player switches between the four dice to avoid downtime—that’s smart. It adds a rhythm that I think can be really addictive if done right. I also appreciate how clean the pixel art is. It’s not flashy, but it looks well thought out. As a fan of Slay the Spire and Hades, I’m really hoping this adds something new to the genre.
 
The art is okay, but I’m more curious about the actual gameplay loop. Is it more random or more skill-based? Dice games sometimes feel too much like gambling. I don’t mind trying this, but I need to know if there’s progression that respects the player's time. I’ve been burned by indie games that look good in trailers but become repetitive fast. I’ll keep an eye on it, but I’m not sold yet.
 
This is probably one of the most original mechanics I’ve seen this year. Spells tied to dice rolls makes magic feel risky and dangerous, which fits the theme of dungeon crawling. I also like that the trailer explains how you can rotate between dice to keep moving. That tells me the developer understands player flow. The music was a good match too. You can tell this is a passion project, and I always support solo devs who bring their own ideas to life. Definitely wishlisted.
 
It looks fun, but I wonder if it will get too hard too fast. Some roguelites forget that players need a little breathing room to enjoy the mechanics before punishing them. Hopefully there are good tutorials or beginner options.
 
Man, I can't lie—I didn’t expect to like this. I thought the dice thing would be annoying, but after watching the trailer, it’s actually kind of clever. You gotta think fast but also manage your cooldowns. I’m not usually a fan of pixel games, but this one looks polished. I’ll try it if there’s a demo.
 
I play a lot of roguelites, and I think the idea of using dice to cast spells adds a new strategic layer. Many games in this genre feel the same, but this system could make each run really different. I also like that the trailer showed real gameplay and not just cutscenes. It looks challenging, and I like a challenge.
 
I really want to know how the upgrades work. Like, do you get new dice with different effects? Or do you level up one set and build a loadout? I think the success of this game will depend on how deep that system goes. If there’s not enough variety, it might get boring. But if the dev can pull it off, this could be a hidden gem.
 
The art is okay, but I’m more curious about the actual gameplay loop. Is it more random or more skill-based? Dice games sometimes feel too much like gambling. I don’t mind trying this, but I need to know if there’s progression that respects the player's time. I’ve been burned by indie games that look good in trailers but become repetitive to fast. I’ll keep an eye on it, but I’m not sold yet.
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