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(+1)

Ok now I think *this* one is the best I've encountered thus far. It's like one of those Sokpop games. Stacklands comes to mind as a potential inspiration. 

The game makes use of the dice theme without just slapping it onto the game superficially. There is a risk/reward tradeoff you have to make every day. Random events mix it up and make you think strategically on your feet.

Although there are many trinkets and options for crafting, I felt like I was barely able to get through each day. I played the game pretty safely, usually picking health/food/water and very rarely trying to craft anything. 

I think that's mainly because the UI doesn't clearly communicate the costs per turn. I vaguely know that if I make a campfire, I'm probably going to lose less health that night, or possibly gain health? I don't know. Do the values on the dice prevent more damage with the fire, or is it kind of like a real bonfire in the sense that you usually toss the lowest quality dead wood onto it (in this case 1s,2s, etc.)?

Bosses and events are mostly communicated clearly, but I wasn't totally sure about what happens if I leave a dice on a boss/event at the end of a turn and don't destroy the boss/event. Do the dice stay on the boss/event through to the next turn? I just assumed they don't because they don't stay if you partially make a campfire, and I figured the rule also applies to the bosses for consistency, but I was too "afraid" to check.

In any case, that's the sort of design problem that's going to be crucial for your team to solve. How do you visually communicate when a dice you place persists through to the next turn? Maybe you simply don't allow it. Maybe you explain that with a tooltip. But at the very least, I think the rule needs to be applied consistently no matter what you do.

I also think it would be valuable for you to explore alternative representations of the dice. Even though "roll the dice" is the theme of the jam, I don't think standard dice fit the theme of this game. I like the idea of some kind of thing with multiple states representing tokens you can use to pay for stuff. I just think it needs a different visual representation that fits the outdoors survival atmosphere a little better.

Really solid entry. This is exactly what a jam game should be.

(+1)

Thank you for the feedback! The main inspiration was Dicey Dungeons. I really recommend you check it out if you liked this game, we basically just turned it into a survival game haha. I definitely agree the UI is the main thing to improve and figuring out ways to communicate all the information to the player. thanks again for playing