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(5 edits)

A bit more feedback:

By floor 3 the large slime had  critical dice and they seemed to roll them quite frequently, more than 16% of the time. That could be perceived confirmation bias and the RNG was just doing its thing. It was a little overpowering when it happened.

When the floor has been cleared and there are no items left and no traps, it would be nice to just have the option to descend to the next level. It's a minor inconvenience to have to make you way around the board to the exit.

There were a few times I unintentionally went down to the next floor when attacking enemies. That is probably by design because the count goes down as you attack and I think the turn ended with the exit being the last count. It made me very careful when entering any combat near an exit.

The Mother's Love upgrade didn't seem to work every time. I was on floor 7 or so with 5 hit points, got killed and didn't re-spawn and I had not died on that floor (or at all) previously. It may have been that the with attacks coming in quick succession I didn't notice the respawn and did in fact get get re-spawned and then re-killed. Perhaps a notification on when you Mother's Love gets used would be informative.


I did get soft locked (perhaps due to the kantele?):


The enemy had no available dice and just sat there. There was another run where I locked all the dice on a slime but it didn't soft lock, so I'm not sure if it's kantele or something else.



I did notice that when I came to a junction like this:


I didn't have the ability to go up even though it was highlighted.

I also noticed on spike traps that certain directions that should have been available were not even if I wasn't trying to go back the way I came. This below spike trap space never let me go left:




A quality of life addition might be the ability to click on the available highlighted spot to move, especially when there were a lot of branches in the path. The mouse is used to select the dice so mouse for movement makes some sense. I know you can click on the arrows. If the available spots were still visible after dice selection, clicking on the highlighted spot just seems like it would be intuitive.

With a technical dice I was having a really "interesting" time figuring out where I was going to end up because of the large numbers available.  I say it might be a quality of life addition because it currently does add some difficulty because you have to plan moves a little carefully when there are complex path arrangements.


I parked myself on a enemy spawn point and kept on ending turn because I had the Shaman Staff that heals on 1 (yes..I was cheesing). My kantele notes were still visible after moving away and I could not interact with the shop. The exit worked fine, though.



Oh thanks a lot for these! 🙏 I will surely investigate these and fix them for the next version.

(1 edit)

No problem!

The antlers also have kind of a neat bug. If an enemy dies on their own turn (spikes/bandanna/companion) you get a dice given to you that you can use while the enemy is still having their turn and can move around and interact.

Shawl, Chisel and age make for an interesting combination. I had 199 max HP.

Shawl, Chisel and Wisdom is even better. Infinite health and crazy dice values.


Locked on the Pike.  At this point I had around 8 dice and was just re-rolling to allow the kokko to inflict damage.