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(1 edit)

One of the few entries in this jam that is actually trying to achieve a clean workable game design without taking the theme so literally that it gets in the way of gameplay.

I also made an attempt at a roguelike for this jam, and like you, I ran into the classic roguelike problems. This kind of game just doesn't get all that interesting until you have a ton of content in there, and it's pretty much impossible to get good content that has been iterated on several times through rounds of playtesting in just three days.  All you can you hope for is a design that hints at depth, and I think you've achieved that.

So far, this is the highest rating I've given a game in this jam.

I think the dice themselves could be more interesting. This game has quite a few generic dice. What you want are dice which have effects that combine with each other to give the player some real deckbuilding possibilities. You likely wanted to do this but ran into the time constraint and had to stop.

The shop screen has you buying potions, but you can't see your player character's portrait to know if you need the potion.

It's annoying to have to click on an enemy's effect to see a tooltip panel slowly scroll up from the bottom. Just show the effect right there or make tooltip text appear as soon as I hover over it.

Keep iterating on this one, especially trying to do something interesting with magic-imbued dice. 

(+1)

You were spot on with your review! I actually tried creating new dice, but each extra die required a lot of polishing time. I also had to cut a deck management screen. Your feedback was right on point and truly valuable. Thank you so much for playing! ❤️ I’ll definitely take all of this into account for a post-jam version.

Yeah all those deckbuilding effects require all this programming and balancing. It gets too complicated to manage in just three days. I'll follow you to make sure I get updates on your games.