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First of all, thank you for your kind words and your thoughts on the game its highly appreciated. So here I am to return the favor.

I like the fact that you just drew / wrote the tutorial down but still "animated" it. I feel like the animation is a bit fast but on the other hand its on the beat! It's really slick.

The game crashed on me when my archer killed an enemy. It happened around fight 7.

The game felt like a roguelike and reminded me a lot of slay the spire. I like the mechanic with getting more people as you progress, but also being able to loose them. That makes every encounter important and every decision count. 

Right clicking to read up what an ability does is important! Without that I would have not understood anything. Which is good and bad. There should be (hard / impossible to do in 48h) some indication for where people will move to, where an attack will hit, etc.

The logic of the dices was only understandable once I read what they do. The controls are meant to feel out of control and that is really cool! I also feel that there is not much that I control with every dice though. Sometimes there been 4 dices that did nothing (for instance no one is in range to attack but I only got attack dices). Which is RNG and also alright, but above that I feel that there could be less dices with more impact. Attack could be linked to the movement dice. Which creates the decision "Do I move everyone forward, which puts someone out of position? If I do that I would also kill someone though". Then I would also be able to kill enemies on my side. At one point an enemy was in my "base". Not sure if you are familiar with shogi, but it felt like shogi at that point. In it most units cant move backwards to much, so I was left with my archer being the only one able to kill him. Which took 5 rolls.

I really like the mechanics in this. I wanted someone to do something like this! Thank you for sharing and letting me see that idea come to live, it was fun to play. Solid game, well done!

Thanks for the detailed review!

We are aware that the game needs balancing. I mostly know about all of the problems that you mentioned, and we're already patching the game and making it more enjoyable, but we can't update the game's files because It's against the rules.

We planned so much more for this game than we manage put in. All of your points are valid and we already thought about these things already. It's just that when you have to program so many systems at the same time, something will (tee hee) go out of control  :)

turns, 10-20 actions, 6 friendly classes, 6 enemy classes, upgrades, grid interactions... I feel like we packed more thing then we could control.