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Number go up, monke brain go yes. Shiny rock click clack good.

The playstyle of this is simple but it's effective - you know what to do, roll higher than your opponent. I do think having way more items and tricks up your sleeve can make this really stand out for such a simple mechanic to really shine. Like stacking a ton of discount coupons on a purchase at the supermarket and suddenly they owe you money, except the supermarket is the game, the money is dice, and somehow you rolled three nat 20s in a row.

The core loop is tight, and straightforward - visually it's not too flashy, and you could definitely make it stand out with some juice to make this really shine. But simple is effective here - with refinement this could easily be the sort of game you sit and play idly while procrastinating.

I liked it. It's got potential to be the foundation for something bigger if it wanted to.

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Thanks! Yeah, the lack of items is a sore point since we didn't have as much time as we had hoped throughout the week to finish the game, and as such a bit of polish and extra items were cut to save time and get a simple, functioning, and enjoyable game out for our personal deadline (a day before the actual deadline, as we had stuff to do on the final day).

We (or at least I, not sure about my partner) plan to continue working on this game after the jam. I have a feeling it's one of the more solid foundations for a full release out of all my jam games so far.

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I could see this being a core mechanic for an RPG type thing, with the dice battling being how you resolve combat. Or a fundamental aspect of a roguelite where each run into some thematic dungeon type beat uses these, and when you lose, you go back to the start with your loot to try again better.

It has a lot of potential for sure