Online Multi-Player[]
Introduction[]
Tiny Dice Dungeons has an online multiplayer mode, where you can battle other player's characters. To be clear, you're not actually playing other online characters, rather you are playing their AI controlled characters. This Player-Vs-character mode is accessible from the QUESTS screen, by clicking on the castle labeled 'Kingdom of Courage'. To engage in these online battles, you must select whether to use an Apple Game Center or Google+ account (depending on your device), or a Kongregate account.
Kingdom of Courage: Main Menu[]
This screen features:
- Choose adventurer. You may select any adventurer that is unlocked in Single Player mode, by tapping its icon.
- Leaderboards button: View Game Center / Kongregate Leaderboards, ranked by number of Trophy Dice collected in Multiplayer battles.
- Number of trophy dice collected in Multiplayer battles.
- Rewards button: View Rewards unlocked in Multiplayer battles.
- Return to Map
- Begin Combat.
How does Multi-Player work?[]
The multiplayer mode is asynchronous. Your party of characters is uploaded, and you battle against other people parties, however it isn't currently a real-time multiplayer system. ie: You're not actually battling against a real person.
Once you enter a battle in the "kingdom of courage" (Multiplayer mode) the game uploads your party and the last party that you used in PVP is available to fight other people. You can fight to earn dice, but at the same time people can fight you.
The design is based on you trying to create the strongest hero at any specific level, as you get paired with people of the same level as you, rather than with people who have the same number of trophy dice. The aim was to get people to focus on their load outs, and monster strengths.The multiplayer mode has some key differences from the single player campaign:
- 1. Mini-quests are assigned, to break open the opponents "locks". Refer to Lock Breaking section below.
- 2. Leaderboards exist specially for multiplayer mode.
- 3. Trophy dice are only won in Multiplayer mode.
- 4. Rewards can be unlocked, as listed in the Rewards section below.
- 5. Multiplayer opponents can seek Revenge. Refer to the revenge section below
- 6. If your adventurer dies, even if your monsters are still alive, the whole PvP attempt will be over.
- 7. There is a ten minute cooldown after battling before you can PvP again.
Trophy Dice[]
When you win multiplayer battles, you win trophy dice, which help you climb the leaderboard. Extra trophy dice can be obtained by completing the multiplayer mini-quests and breaking the opponents locks. Refer to Lock breaking section below.
Some portion of your dice will be "frozen" from theft - starting at 70% and never more than 90%. You can spend uncut dice to freeze more at a rate of 1 uncut per trophy die. They will thaw out if you do not PVP continually at a rate that changes based on how many you have - X dice per N hours.
Lock Breaking[]
During a multiplayer battle, you'll see four or more challenges at the bottom of the screen. By completing them, you'll break open the locks on your opponents dice chest. Every time you complete one, a new one will be generated in its place. Crack the chest open and you can win extra trophy dice.
There are seven types of challenges:
- Attack < X (dice total must be less than X)
- Attack > X (dice total must be more than X)
- Exactly X (dice total must be exactly X)
- Roll a # (must roll that # on a die in a succeful attack, player may continue rolling)
- Roll a double (roll the same number on matching dice)
- Fail a roll (roll a 1, thus failing the attack)
- Roll # x N's (e.g., roll 3 x 4's in successful attacks, does not have to be done in one attack)
If you roll a 1 and fail the roll, the challenge or part of the challenge will not count as being complete (except in the case of "fail a roll" challenge).
If you're frustrated by the current list of mini-quests, you can spend uncut dice to refresh them and get new options.
Spinning the wheel[]
When you win a multiplayer game, you are given the opportunity to 'Spin the Wheel'. When you tap the button to stop the prize wheel spinning, the wheel will slow down to a halt and where it stops determines your prize.
Possible Outcomes:
- Spin Again
- Gold Coins
- Airship (allows you to PVP again immediately, bypassing the 10 minute cooldown normally imposed)
- Uncut Dice (rare)
- No Prize
Rewards[]
There are a number of rewards available to unlock in Multiplayer mode.
Note that to unlock each reward you must have earned a certain number of trophy dice, pay gold, and have unlocked all rewards in the column beneath it.
Level | Dice | Left | Middle | Right | Gold |
---|---|---|---|---|---|
1 | 1 | All Heroes will have 20% less chance of rolling a one on their first dice roll | Loot drops will have a 2% greater chance of containing dice shards | Reward slot 1: Allows the Adventurer to store an additional monster. | 500 |
2 | 50 | Monsters will permanently earn an additional 2% XP during battle | XP Focus in the Shop will be reduced in price 5% | Reward slot 2: Allows the Adventurer to store an additional monster | 500 |
3 | 100 | The Wizard's elemental monsters will permanently earn 5% more health points from over-killing an enemy monster | The Adventurer will gain 10% more coins from killing a monster |
Reward Slot 1: Allows the Wizard and the Hunter to both store an additional monster |
500 |
4 | 150 | The Hunter's monsters will have a 40% less chance of rolling a one on their first roll | The Wizard will gain 10% more coins from treasure chests | Reward Slot 3: Allows the Adventurer to store an additional monster | 500 |
5 | 200 | The Ninja will gain an additional 4% XP from all multiplayer battles | The Hunter will save 5% on all XP items purchased from the shop | Reward Slot 2: Allows the Wizard to store an additional monster | 500 |
6 | 250 | All captured monsters will have 20% less chance of rolling a one on their first roll | The Ninja will save 2% on all XP multipliers | Reward Slot 2: Allows the Hunter to store an additional monster | 500 |
7 | 300 | All dice rolls made by the Adventurer will have a 2% less chance of rolling a one | Loot drops will have a 4% greater chance of containing dice shards | Reward Slot 1 and 2: Allows the Ninja to store an additional 2 monsters | 500 |
8 | 350 | All of the Hunter's captured elemental monsters will earn an extra 3% XP from all battles | The Wizard will gain 10% more coins from killing a monster | Reward Slot 3: Allows the Wizard to store an additional monster | 1000 |
9 | 400 | The Wizard will gain an additional 3% health bonus when over-killing enemy monsters | The Hunter will save 15% on XP Focus in the store | Reward Slot 3: Allows the Hunter to store an additional monster | 1000 |
10 | 450 | The Ninja will have 50% less chance of rolling a one on the first dice | The Adventurer will save 10% on renting the Monster Catcher | Reward Slot 4 allows the Adventurer to Store an Additional Monster | 1000 |
11 | 500 | The Adventurer's elemental monsters will permanently earn 5% more health points from over-killing an enemy monster | The Ninja will gain 15% more coins from killing a monster | Reward Slot 3 allows the Ninja to store an additional monster | 1000 |
12 | 550 | The Wizard's Captured monsters will gain an additional 3% XP from all battles | Loot Drops will have a 10% greater chance of containing uncut dice | Reward Slot 4 allows the Ninja to store an additional monster | 1500 |
13 | 600 | The Hunter will gain an additional 4% XP from all battles | The Adventurer will save 20% on all XP shields in the shop | Reward Slot 4 allows the Wizard and the Hunter to store an additional monster | 1500 |
14 | 650 | The Ninja will earn 5% more health points from over-killing an enemy monster | The Hunter will save 15% on XP Focus in the store | Reward slot 5, Adventurer, Wizard, Hunter, and Ninja can all store an extra monster | 1500 |
15 | 700 | All captured monsters will have 70% less chance of rolling a one on their first dice roll | Loot drops will have an 8% greater chance of containing dice shards | Reward slot 6, allows the Adventurer and the Hunter can both store an additional monster | 1500 |
16 | 750 | The Adventurer will gain an additional 3% XP from all multiplayer battles | The Wizard will save 10% on renting the monster catcher | Reward Slot 6 allows the Wizard to store an additional monster | 2000 |
17 | 800 | The Wizard will have 40% less chance of rolling a one on his first dice roll | The Ninja will gain 10% more coins from treasure chests | Reward Slot 7 for the Hunter and Monster Slot 6 for the Ninja | 2000 |
18 | 850 | The Hunter will gain an additional 3% health bonus when over-killing enemy monsters | All XP multipliers in the shop will be reduced in price by 5% | Reward Slot 7 allows the adventurer to store an additional monster | 2000 |
19 | 900 | All dice rolls made by the Ninja will have a 2% less chance of rolling a one | Loot drops will have a 10% greater chance of containing dice shards | Reward Slot 7 Allows the Wizard and the Ninja to both store an additional monster | 2000 |
20 | 950 | All monsters will permanently earn an additional 3% XP during each battle | Loot drops will have a 20% greater chance of containing uncut dice | Reward Slot 8 Adventurer Wizard Hunter and Ninja can all store an extra monster | 2500 |
List of rewards by character[]
All
All Heroes will have 20% less chance of rolling a one on their first dice roll
All captured monsters will have 20% less chance of rolling a one on their first roll
All captured monsters will have 70% less chance of rolling a one on their first dice roll
All monsters will permanently earn an additional 3% XP during each battle
Monsters will permanently earn an additional 2% XP during battle
All XP multipliers in the shop will be reduced in price by 5%
XP Focus in the Shop will be reduced in price 5%
Reward slot 5, Adventurer, Wizard, Hunter, and Ninja can all store an extra monster
Reward Slot 8 Adventurer Wizard Hunter and Ninja can all store an extra monster
Loot drops will have a 2% greater chance of containing dice shards
Loot drops will have a 4% greater chance of containing dice shards
Loot drops will have an 8% greater chance of containing dice shards
Loot drops will have a 10% greater chance of containing dice shards
Loot Drops will have a 10% greater chance of containing uncut dice
Loot drops will have a 20% greater chance of containing uncut dice
Adventurer
Reward slot 1: Allows the Adventurer to store an additional monster.
Reward slot 2: Allows the Adventurer to store an additional monster
Reward Slot 3: Allows the Adventurer to store an additional monster
Reward Slot 4 allows the Adventurer to Store an Additional Monster
Reward slot 6, allows the Adventurer and the Hunter can both store an additional monster
Reward Slot 7 allows the adventurer to store an additional monster
All dice rolls made by the Adventurer will have a 2% less chance of rolling a one
The Adventurer will gain 10% more coins from killing a monster
The Adventurer will gain an additional 3% XP from all multiplayer battles
The Adventurer will save 10% on renting the Monster Catcher
The Adventurer will save 20% on all XP shields in the shop
The Adventurer's elemental monsters will permanently earn 5% more health points from over-killing an enemy monster
Hunter
Reward Slot 1: Allows the Wizard and the Hunter to both store an additional monster
Reward Slot 2: Allows the Hunter to store an additional monster
Reward Slot 3: Allows the Hunter to store an additional monster
Reward Slot 4 allows the Wizard and the Hunter to store an additional monster
Reward slot 6, allows the Adventurer and the Hunter can both store an additional monster
Reward Slot 7 for the Hunter and Monster Slot 6 for the Ninja
All of the Hunter's captured elemental monsters will earn an extra 3% XP from all battles
The Hunter will gain an additional 3% health bonus when over-killing enemy monsters
The Hunter will gain an additional 4% XP from all battles
The Hunter's monsters will have a 40% less chance of rolling a one on their first roll
The Hunter will save 5% on all XP items purchased from the shop
The Hunter will save 15% on XP Focus in the store
The Hunter 10% Def??
Wizard
Reward Slot 1: Allows the Wizard and the Hunter to both store an additional monster
Reward Slot 2: Allows the Wizard to store an additional monster
Reward Slot 3: Allows the Wizard to store an additional monster
Reward Slot 4 allows the Wizard and the Hunter to store an additional monster
Reward Slot 6 allows the Wizard to store an additional monster
Reward Slot 7 Allows the Wizard and the Ninja to both store an additional monster
The Wizard's elemental monsters will permanently earn 5% more health points from over-killing an enemy monster
The Wizard's Captured monsters will gain an additional 3% XP from all battles
The Wizard will gain 10% more coins from killing a monster
The Wizard will gain 10% more coins from treasure chests
The Wizard will gain an additional 3% health bonus when over-killing enemy monsters
The Wizard will save 10% on renting the monster catcher
The Wizard will have 40% less chance of rolling a one on his first dice roll
Ninja
Reward Slot 1 and 2: Allows the Ninja to store an additional 2 monsters
Reward Slot 3 allows the Ninja to store an additional monster
Reward Slot 4 allows the Ninja to store an additional monster
Reward Slot 7 for the Hunter and Monster Slot 6 for the Ninja
Reward Slot 7 Allows the Wizard and the Ninja to both store an additional monster
The Ninja will gain an additional 4% XP from all multiplayer battles
The Ninja will gain 15% more coins from killing a monster
The Ninja will gain 10% more coins from treasure chests
The Ninja will save 2% on all XP multipliers
The Ninja will have 50% less chance of rolling a one on the first dice
The Ninja will earn 5% more health points from over-killing an enemy monster
All dice rolls made by the Ninja will have a 2% less chance of rolling a one
Revenge[]
When a multiplayer opponent breaks your locks and steals your trophy dice, you'll get a notification advising that your dice have been taken. If they took 2+ of your trophies, a "Revenge" button will appear in the battle listings. Click this to get revenge and the opportunity to recover your dice. You only have 24 hours to exact revenge. If the dice they stole from you have been stolen from them already, the "insurance dog" will protect you and you will get your dice back if you succesfully win the attack.
Quitting Multiplayer[]
If you quit in the middle of a multiplayer Revenge battle, you will not lose any trophy dice but you will have to wait the 10 minute combat cooldown.
Leaderboard mechanics[]
After a battle, all player's parties are loaded into the server and account is "tied" to a leaderboard, named XXX: YYY, where:
XXX - tier of leaderboard. There are bronze, silver, gold and ultimate(?) leaderboards.
YYY - name of the monster, that represents a subset in the tier. It is not known whether subset is chosen by random, or by a special algorithm.
Such division means that Tindy Dice Dungeon leaderboard consists of tens, possibly, hundreds of different leaderboards. This was done to create a smaller competitive environments for players, so they can climb the ranks faster, until switched to a different leaderboard with higher tier.
Presence of the ultimate leaderboard is yet to be proven, but a glitch that happens when player tries to look at leaderboards before being allocated to any leaderboard hits at it's existence.
Strategies[]
It's very important to note that ALL characters of the player participate in PvP battles, not just the strongest one. This leads to potential (and, if player, who stole dice, decides to freeze their fortune - irreversible) dice loss. There are several strategies to prevent that.
Lv 0 Character[]
Other characters, if not brought to a fight, stay at level 0. Keeping them at lowest level possible means that only few will be able to access them through equalizing system, since most of the players do raids on their strongest character.
Power Bomb[]
If secondary characters already at reasonable level, there's still something to do to cover up weak spots. Catch strongest monsters possible with your main character (special or weekly hunt will suffice too) and unlock as many dice as possible (be sure that you don't level up your monsters too far or you'll regret it after doing next step. After all preparations complete, freeze them and retrieve with your secondary character. Level of your monster will get equalized to the level of character, but all bought dice will still be there! Make a strongest dice set possible and be sure to play a PvP battle, so your new party data will be saved.
Poison shield[]
This strategy can be pretty much called an extension to the second one, except you can do it on all your characters to boost defense. It will require a lot of work, but the end result will be ~50 dice each day while player is away.
Start with building up a poison centered party. Amount of monsters varies between 3 and 12 (depends on how many characters you want to deploy with poison shield). You can train all 12 with one character, just be sure to freeze monsters you'll send to your secondary character when their level is equal to level of recipient. Set up poison centered dice set (a set of something like double psn x2 all and double psn x3 all is recommended) on all secondary characters but use your usual party for your main character. After your PvP session is complete, be sure to change your party to poisonous monsters on main character, log on and kill one enemy to ensure that new party data is accepted, thus, making all parties centered on poison damage, making raids on chests, protected by them, extremely hard.