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(1 edit)

Hey well done! I really liked the UI and the dices rolls are a very nice touch! 

I have a few suggestions if you want to make the gameplay more fun and intuitive :

  • Having Stats and Skills is a bit to much, I would focus on only stats for the beginning. And I would display the stats of the heroes permanently in the UI to have it always visible.
  • I would have really liked to know which missions require which type of stats to better allocate my heroes, and the same goes for choosing paths within missions. It would add a nice strategy aspect to the game.
  • There is a lot of text, I would consider using colors and effects on the text to better catch the eye. Using a typewriter effect would help a lot on that regard (if  want to see a really basic example you can check our game).
  • And lastly, you already know it but the dice rolls are kinda misleading. I didn't understand why sometimes I had multiples dices and sometimes I had only one (one per hero, I imagine?) and the text displayed on the dice doesn't always match what the game tells me.

Overall really nice game, I really enjoyed the D&D inspiration! Have a nice day

Thank you so much for taking the time to play, and leaving such detailed feedback! I do plan to keep working on this after the jam ends, so this sort of response is invaluable 🙏

Your suggestions are very sound! I definitely need to simplify a lot of things, and onboard people better to the systems that will stay complex!

For example, Heroes not only have Stats & Skills, they also have tags which can be positive or negative! Quests have tags too, and tallying the Quest tags against the dispatched Hero tags are what lead to to Advantage / Disadvantage (rolls with two dice).

If I do keep this system, I will lead quite a lot of design thought regarding how to communicate it, as that’s like 3 secret things that just lead to a confusing result 😅

Maybe the Heroes just have one positive & one negative tag, which is easier to keep on-screen with the UI, and display to the Quests and Choices… I was thinking it could also be “artifact-style” items that allow you to see the tags the Quests have (or the DCs and skills), or else you’d have to rely on guessing based on the flavour text!

And besides clarity, there’s a lot of room in the design for juice! Like the typewriter effect you mention which sounds really fitting: will definitely check out your game too 🙂

Thanks again!