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These are great suggestions - thanks for taking the time to post them! I will definitely take them into consideration for future updates. Some might take a while though since this is a spare time project :).

I'll have to look into the rendering issue - if it's a problem with the Game Maker runner it could be hard to fix on my end, but maybe there's a workaround.

Thanks for playing! Happy to hear that you're enjoying the game.

Some of these text changes might be too pedantic, lol...

  1. I think petrification removal could be clearer; "keep this face" maybe could be clearer by "end a turn with this face," as I didn't understand it until several waves in.
  2. In wave rewards, the number of hearts should be one heart icon × a number, instead of several heart graphics in a row (it can be a pain to manually count them all).
  3. "Target" as a descriptor has been confusing to me all the way until now, a few plays in; it made me wonder, "Who is targeting what?" I think all instances of this word could better be converted to "the selected," which perfectly correlates it to the power affecting a target die face.
  4. For Golems, a damage cap reminder with, say, maybe like a big rock icon or an X crossed out on its card after it takes 1 hit would be a helpful reminder. I'd also amend the damage cap description from "taken to 1" to "taken this turn to 1," just to be as clear as possible.
  5. The Eye Beast card graphic incorrectly says "frenzy 1" when it should say "Frenzy 1."

Again, great suggestions! Making ability descriptions clear, brief and precise has definitely been one of the biggest challenges throughout development :).

The "target" template for abilities is directly taken from Magic: the Gathering, but I can definitely see how it can be confusing for someone who hasn't played that game. I'll try to find a better way of expressing it that remains clear! I think a potential problem with "the selected" might be that it implies that the selection has to be done before using the ability, but I might be overthinking it.

Damage cap doesn't work exactly as you describe it, which is all the more reason to ensure that the game communicates it clearly. Each time you damage an enemy with damage cap X, that damage is reduced to X. So Golems take 1 damage each time you damage them with something, and you can do this several times during a turn. Maybe "When this takes damage, reduce that damage to 1." would be a better way of explaining it?

Your other suggestions are easy fixes that I'll make sure to add in the next update. Thanks again for playing and giving feedback!

Ahhhh, this MTG foreigner now sees the danger in "the selected." In that case, maybe just "a die face" is plain enough.

Huh, I thought a Golem completely blocked a 1-point attack I did, after I dealt another 1-point attack from another die. Maybe I wasn't paying attention, but sure, "Limits max damage from each attack die to 1," would probably work.

Anyways, fantastic game, especially with the vanishing enemy who moves to each next round. It has so many intriguing elements that I haven't seen in similar games. I keep finding myself wanting to experience extended dungeons in which: it takes longer to accumulate the two additional dice slot, shops are rarer and an actual event, and so on (like Slay marathons). I'm too much of a newb and it takes me too long to reach four dice so I'm barely able to tinker! Haha.

Sweet updates. Just to confirm where the mouse is, it would be nice if there was a mouse-over effect on dice, the red "Charge" gem, and anything else, in the same manner as how the "Keep" and "Reroll" buttons enlarge upon mouse-over.

Thanks! It's great to get your feedback on the usability stuff in particular and I keep a list of your suggestions nearby when working on the updates. I'll keep adding stuff to future patches even if some things will take longer than others.