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(1 edit) (+1)

Thanks for playing.
Yeah, needs some understanding. Shortly, there are positive and negative perks and each time you take damage, dash or the up-left bar fills, you have to roll. And rolling changes your current perk, stated at the top-right corner. As the number on dice increases, you gain better perks. Playing with negative perks provides more score, but more risky. 
If you want to see perks can check out the itchio page, and there is a how to play page in main menu.

Yeah, it's just tough because the dice rolling theme, when applied more literally, often yields gameplay that takes agency away from the player, and I'm usually not a fan of that. Overall I think games should be simpler with fewer parts on the surface, maybe one or two things you understand really well but the complexity is in the way the various elements of the game interact with each other. I shouldn't have to read a page of text to understand how the game works or what to do. The game should show that to me as I'm playing.

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I don't agree but respect the idea. I think no game can be fully understand by player in first playthrough, that's why I didn't force players to see the how to play page. Go, try, die, think about it and try again to beat your score. I think core loop should follow these steps.

But I added these how to play things for those who want to know more about the game.

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Overall, I would say simplify the mechanics. That's my feedback. If you're still working on this after the jam, take away a bunch of stuff and get back to the meat of what's good with it -- the bullet hell. Everything else is just there to try and fit in with the theme, and I just don't feel like it works. Have like ten other people play it and see what they say too. I'm just one guy.