Conceptually rad, and the execution ain't half-bad! I love the idea of the wheel controlling both sets of actions; it's a great reframing that makes it a lot more strategic, to the point where battles started taking a few minutes each as I read through text and tried go get the best solves -- and in some cases still failed!
Very cool way to have multiple uses of the wheel throughout while keeping the core mechanic intact. I love the overall kinda cryptic vibe of trying to earn favor with these massive gods/beings, and the very scrawly black-and-white art style keeps it feeling very mysterious.
Turning the wheel into a counter-buff mechanic is a really interesting take! Having death be something other than simply ending the game adds a really good narrative component.
Im a super fan of the wheel determining both your actions and your opponent's actions! I only wish it was more clear which actions countered other actions. The upgrade system is also fantastic! And the player's shield being a wheel is a super nice touch. Very inventive game!
Thank you! Do you have any suggestion on how I could make it clearer what counters what? I had kinda hoped that the colouring of the tooltips would be hint enough (though red/green was probably not a great choice; I'll try to keep accessibility in mind in the future) and players should be able to figure out the pattern on their own, just from reading the ability descriptions in the tooltips.
I really like the use of the wheel for upgrading your character and the scratchy black-and-white artstyle is really cool and unnerving at the same time, lots to like here, good job!!
Lots of cool stuff in this, I love the repurposing of the wheel as lining up pairs of actions rather than using the typical wedge setup. The fact that the world itself is a wheel is a great touch too. Well done!
Comments
Conceptually rad, and the execution ain't half-bad! I love the idea of the wheel controlling both sets of actions; it's a great reframing that makes it a lot more strategic, to the point where battles started taking a few minutes each as I read through text and tried go get the best solves -- and in some cases still failed!
Very cool way to have multiple uses of the wheel throughout while keeping the core mechanic intact. I love the overall kinda cryptic vibe of trying to earn favor with these massive gods/beings, and the very scrawly black-and-white art style keeps it feeling very mysterious.
Wheel!
Turning the wheel into a counter-buff mechanic is a really interesting take! Having death be something other than simply ending the game adds a really good narrative component.
Im a super fan of the wheel determining both your actions and your opponent's actions! I only wish it was more clear which actions countered other actions. The upgrade system is also fantastic! And the player's shield being a wheel is a super nice touch. Very inventive game!
Thank you! Do you have any suggestion on how I could make it clearer what counters what? I had kinda hoped that the colouring of the tooltips would be hint enough (though red/green was probably not a great choice; I'll try to keep accessibility in mind in the future) and players should be able to figure out the pattern on their own, just from reading the ability descriptions in the tooltips.
Very nice aesthetics and interesting use of the Wheel for the combat interactions.
using the wheel wedges as your actions and lining them up with the enemy actions as the base is very interesting, nice job!
I really like the use of the wheel for upgrading your character and the scratchy black-and-white artstyle is really cool and unnerving at the same time, lots to like here, good job!!
Lots of cool stuff in this, I love the repurposing of the wheel as lining up pairs of actions rather than using the typical wedge setup. The fact that the world itself is a wheel is a great touch too. Well done!
Wheeception ! Nice Strategic mix between RockPaperScissor and Wheeling
Thank you!