Take on a role of a young bone collector (拾骨) and go on a journey with your trysty sentient urn also known as a golden tower (金塔), to wake up (起身喇) the undead and collect their bones. Gather some weapons and equipment you can find or buy on your way to make the job of bone collection easier, there is bound to be very deadly undead lurking about.

Basic gameplay revolved around rolling dice and using them with specific sum totals to do different actions. Everything is done with the dice from moving on the map to combat and even purchasing from vendors you might find. 

Made for Ludum Dare 58 in 48 hours. This is the upgraded version on top of that with a bunch of content added. There is way more content than in the original in the form of enemies, different bosses and loads of weapons and other items to spice up your runs.

StatusReleased
PlatformsHTML5, Windows, macOS, Linux
Rating
Rated 4.1 out of 5 stars
(15 total ratings)
Authoranttihaavikko
GenreAdventure
Made withUnity
Tags2D, Ludum Dare 58, Mouse only, Short, Singleplayer, Unity
LinksLudum Dare

Download

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Click download now to get access to the following files:

bone-collector-osx.zip 52 MB
Version 6
bone-collector-win.zip 44 MB
Version 6
bone-collector-linux.zip 15 MB
Version 6

Development log

Comments

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I love this game so much! I've been getting the odd crash in boss battles. Doesn't seem to happen on windows, only web for me.

Uncaught TypeError: Failed to set the 'value' property on 'AudioParam': The provided float value is non-finite.
    at channel.setPosition (Bone Collector.framework.js:9:122534)
    at _JS_Sound_SetPosition (Bone Collector.framework.js:9:136988)
(-1)

When are you going to update coup ahoo, alot of my friends played it and we even made a wiki, but ever since you stopped, we all lost interest

(-1)

Y'know, I've been thinking about this comment a lot over the past two weeks, and I just wanna say, what a jerk you are to ask this

(1 edit)

how come? i was part of it btw

You should be able to dump weapons.

You can sometimes on vendors. Not being able to do so at will is an encouragement to think about picking stuff up. 

My favorite weapon is K R I S 😎

YO! I beat the controller of the flow of battle!

Interesting but Still feels a bit under baked being impossibly hard with bad RNG

Lmao, the paper broke because I opened it in fullscreen

I hit him like 30 times and the damage multiplier looks like this now

...DUDE, MOVE!!

This looks a LOT better than the beta!
Also, it's interesting to keep the keywords a secret until you either die or beat the enemy! Never know what's coming next!

Uh, issue with the "imprinting" trait: You can click on items you can't use (such as haggle or earthly weapons if they also have the corporeal trait) and it'll imprint the unused item instead. If this is intentional, very cool.

(+1)

Nah, that's not intended. Thanks for letting me know.

(+1)

When dying due to not being able to travel and consume all health, you just disappear:

 
The RNG can be really brutal, especially early game, like the first 3 rounds. Many times I never get the right combo to be able to travel, and don't have an item to consume dice, like the wand, so just eat re-rolls and health. Looks great, love the concept but the balance feels a little skewed.


(+2)

Thanks! ❤️ Classic mistake of trying to access something that doesn't exist (to unlock enemy affixes). Fixed now.

Yeah the RNG in the very beginning can be kinda rough. I don't really see it as a too huge of an issue as you tend to pretty much either fail really fast or get good enough run to beat at least the first world.

I agree on the RNG, for the most part, as it tends to end the game quickly. Travel passes might be something to consider, similar to re-rolls to get people engaged?  I'm just thinking of first time players that encounter unfortunate RNG and lose due to the inability to travel anywhere. They might not come back.

What's the deal with the zodiac? I'm "unlucky" every time and can't do any damage? Also, it was helpful to be able to see the description of enemies abilities when hovered over.

You can only damage it with the number on the wheel. 

I feel like I'm being driven mad, cuz the wheel only seems to roll 1,5 and 9, and no matter what amount of damage I deal, they just don't take damage

ooooh, you meant the dice total that causes the damage can only be ones on the wheel. Still was impossible cuz of the wheel showing only 1,5, and 9, but oh well

Wheel also changes based on what you hit it with. So yea if you keep hitting with 4, it will cycle in steps of 4. 

oooooooh, so because I had unleveled kris (which only accepted 12) and punch (which only accepted 4), I was basically done for no matter what I did.... that makes so much more sense! thanks!

how do you throw away upgrades?

In the original version you couldn't at all but I just hit publish on the 1.0.0 patch I've been slowly working on for the past three weeks. There you can get an option to remove unwanted items at shops (if you're lucky enough) or might even find a powerful removal item from winning a boss encounter.

thanks

Eh, this game is not my cup of tea.  Interesting concept though.

(+1)

Ideas for additions:
Dice
1. Frozen Dice (A die that will ALWAYS roll a 1...)
2. Greedy Dice (A die that will ALWAYS roll a 6!)
3. Lucky Dice (A die that rolls 1 to 7 instead of 1 to 6)
4. Pair of Dice (Two dice that can only be used if the other dice roll a pair of two of the same value)
5. Lone Dice (Can only be used by itself)
6. Attention-seeking Dice (Can only be used with at least 1 other dice)
7. Sandy Dice (You can't see the value of this dice, but you can use other equipment to get an idea of what value it is...)
Boss Modifiers
1. Poor (No spoils)
2. Lethal (+1 attack damage after attacking)
3. Lock-[value from 1 to 6] (Dice with a value of [same value] cannot be used)
4. Thief (When attacking, permanently lose 1 die unless you have 1 die)
5. Stubborn (When attacking, 50% chance to attack AGAIN.)
6. Vampiric (When dealing damage, heal equal to damage dealt)
7. Flashy (+5 attack damage. -1 attack damage after the first 5 attacks)
8. Confusing (When using a free reroll, 50% to only reroll dice you still have instead of all of your dice)
9. Intimidating (You cannot use exactly [currently unknown] dice to use an equipment. This value can be 1 to [dice you have], and is only revealed when triggered.)
10. Amnesia-inflicting (After his first attack, hide your own health # until end of battle)
11. Hazy (You cannot see how much health this enemy has remaining.)
12. Unknown (You cannot see the OTHER modifiers this boss has, but you can know he has at least one other modifier...)


(+1)

I took too many die and now my reroll is offscreen and unclickable, probably gonna softlock soon :(

Won first try LOLZ
The only problem I had on that first run is that I took quite a bit of damage trying to roll a sum of 11 with 3 dice to the point of needing extra rerolls that cost health. Womp womp

Fun & Enjoyable

(+2)

Is there a way to remove items from your inventory causde i cant seem to find one.

(+1)

Not in this version, no. But for sure something I will most certainly add in the post-jam version that I've been planning but not started doing yet. But I'm pretty sure I will be doing one and it's gonna be done by the point that the jam rating period ends and the games can be updated (ie. two weeks and a bit).

Loving how simple yet entertaining it is! I notice that over the years you have established and refined a certain style. Care to share what was your focus with this one?



Some minor problems that you might want to address in an update:

- scrollbar on boss description not needed for the web version

- When on the map, I can use dice to strike somebody off screen instead of moving (helps with recycling for free)

- After the first battle in "endless mode", the spoils offered included new dice and new rerolls. I couldn't pick either because "inventory full"

The main idea started from having to roll x dice and then needing to pick sums from those to hit target numbers (as efficiently as possible).  So having basically everything be done with that same mechanic made sense. I kinda over scoped and didn't get to polish quite as much as I would have wanted and also ended up lacking a bit on the variety on items and boss affixes. But hey, there is always chance to develop it further as a post-jam version.

Yeah the scroll on that window isn't really needed but the whole window was like one of the last things I added quite late before starting to package up the game and it didn't want to play ball and scale up properly with the variable content length so I just thought screw it and made the container be always tall enough to support at least few loops (the bosses and enemies get more affixes each loop).

It doesn't matter if the enemy is still off screen, the reroll mechanic works the same way. Same goes for using staves/wands for healing when there is no enemy at all. Striking an off screen enemy will probably break the animations though especially if they hit you back... 🤔

Yes, new dice (and training dodge/punch) add a dummy button in your inventory as a balancing act. The extra rerolls don't and shouldn't require space but I guess they unintentionally suffered from the same too. You can also sometimes overflow the inventory (maybe if you already have an extra dice and get another one when you're full) which pushes the reroll button off screen and might cause you to get stuck.

Oh, is it a jam game? Not mentioned in the description and not showing on itch's collection feature in the top right corner.

(+2)

Yup, Ludum Dare so outside itch jam and it doesn’t appear on top right. Usually it shows that LD banner on top, but dunno why it isn’t working now.

(+1)

You should be able to get rid of weapons & swap them out for others.

(+1)

interesting but really short and easy