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As a fellow dice game creator I wanted to check this out.  It was a little confusing at first, but I think I understood it at the end.
Feedback:

- The point is confusing.  i would stick to easily identifiable scoring

- On the note, why not just total up the dice rolls, then add bonuses on top of them? That would soften the impact of getting nothing. 

- I would check out this game for some inspiration: https://miltage.itch.io/rollcadium

- Abilities are half baked, didn't quite get them.  But thought that rolling certain dice combos to unlock them would be cool

I think the main thing this needs is clarity.  Make dice pulse when they can be locked, take some seconds to show who is winning  and why.  This would also be good for tallying score and showing roll values.

I think there is some fun to be found here, it's just very rough ATM.

(+1)

yeah all fair, the points and rolls is all based on cee-lo rules. i tried to avoid the "standard" balato way of reaching certain numbers and wanted it to be gambling, threw in the skills for spice but they are underbaked for sure. 

everything ux is super underbaked, didnt want to spend time on that until i decided if i should do this game or not.

Ahhh, I didn't realize it was based on a real game!  I remember that from Kaiji.  That makes more sense.