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(+1)

Awesome!!! Im addicted haha :D

The core is ultra fun, but the balance ruin the fun in long run. Moth heal(2x wat!), beetle shield(boring battle) and purple fly(5x oof!) are too much. Appear impossible to complete the game without heavy heal dice - and the annoying proccess to loop through the dices until recover total heal.

I suspect that are only one optimal strategy that can beat the game, and the game balancing was created with this single strategy in mind. The problem is that the game allows many different strategies, and if the player chooses the wrong one, he will be doomed from the start 😥

(+1)

Thank you for the feedback!
I have beated the game with almost all possible strategies, upgrading only attacks, no heavy no hollows, no heal, etc...
I believe the more you understand the game and what rewards you should chose in the current floor you are, the more probable it is to beat it.

How to deal against a comp like this?

Because randomness, I upgraded only one blue dice and receive ony heal/remove-dice options, my attacks are very weak

If beginning attacking, the damage will be recovered by moth and beetle, and I receive 4 free hits(double hit from archer)

If I start defending, the archer just wipeout my blocks and the beetle boost the shield

The screenshot are after 2nd turn, started defending

That's shame on the game, really
Nevertheless, the fact that you have 32 hp, tells that you wasted too much chance to improve your deck (and the shitty dices on the pic prove that)

(1 edit)

In 10 floors I received almost only "heal"/"remove-die" options, no "upgrade" option, and the "new dice" below floor 10 you receive only weak dice. I learned later, the best option is to restart if you don't get many upgrade options until room 10.

That's exactly what I suspected, the game only allows few strategies. For example, it's impossible to win the game just by choosing/receive new dice and heal, without upgrades or removing dice.

I managed to finish the game with some regularity, but always following a strict strategy, which doesn't allow much improvisation and rely a lot on luck on receive upgrades and really useful new dice:
- deck size 8 or 9
- start upgrade 2 attacks to max
- then upgrade 2 defense and 2 boost while trying remove 1 boost and 1 attack
- restart if you dont have 2 attacks max when reach floor 8
- new dice only after floor 10 (remove old dice after receive a good one)
- heal only if no better option



edit: I loved that game played 20+ hours, but the situations like the first screenshot are really frustating