In Moves of the Diamond Hand, I've lied about knowing the mayor, commanded a train's computer to enter an "intense self-maintenance mode", and, upon leaving the carriage, avoided taking damage from slipping on bubble tea on the platform by rolling against my wisdom to simply "accept the situation" and move on. If my cooking skill was higher, I could also overcome the odds here by trying to taste the bubbles. This is only ten minutes into the game's opening in the Steam Next Fest demo.
Those familiar with developer Cosmo D Studios, who have already made waves in the indie space with the likes of The Norwood Suite and Betrayal at Club Low, may expect this offbeat edge, but Moves of the Diamond Hand makes it nevertheless joyous to take in. Exploring this world in first-person, and interacting primarily via dice rolls, this is an adventure that's easy to get into but has plenty of depth beneath he surface.
Aesthetically speaking, this leans into lo-fi elements in a captivating way. A mash-up of visual styles, very human face textures sit atop lower-quality models, the train station architecture warps into giant stone animal heads, and a pigeon-person struts around. Its clashing elements, however, quickly become to feel cohesive – this is a strange world, and if I have any hope of joining Circus X to potentially escape it all, I'll need to master the world to master my skills.
Because in Moves of the Diamond Hand, it's all about the skills. This might have more dice-rolling than Baldur's Gate 3, yet even though a litany of dice-rolling tabletop RPGs have me more than familiar with the concept of skill checks, there's nothing quite like the system here. All of your skills, such as physical, cooking, or (my beloved) deception have a single die each. As you gain skill points from interacting with the world – be it completing quests, poking around, or completing other skill checks – you can level up each face of the six-sided die beginning at zero.
This deceptively simple
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