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Dice & Shrines — Design, Math, and Telemetry

A devlog for a self-hosted browser strategy game: how it was designed, how the probability works, how it was built, and how telemetry data drove balance changes.

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Contents

Document What it covers
gameplay.md Rules, strategic depth, guardian abilities and design intent
math.md Dice win probabilities, reinforcement economy, the numbers behind the decisions
technology.md Hex map generation, single-file build system, telemetry pipeline
tuning.md What the data revealed about guardian balance, and what changed

The short version

Dice & Shrines is a turn-based territory conquest game — five asymmetric factions (Guardians), procedurally generated maps, and a dice-rolling combat system where positional play matters more than luck over time.

The interesting parts: the reinforcement economy creates a compounding advantage for connected territory that shapes every decision. The five Guardians each bend one aspect of that economy. And the whole thing is wired to a telemetry backend that captures every attack, every game, every elimination — which revealed a balance problem that wasn't visible from playtesting alone.

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Design, math, and telemetry-driven balance tuning for a browser strategy game

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