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(+3)
a little inscrutable. I like the art, though it's unevenly distributed in the game. I think I figured out what a winning roll and arrangement of dice was, but I don't understand how to estimate how much damage I'm looking at if I lose a roll, or how much I stand to deal if I win which made it hard to know how conservative to be. I like that it embraces the dice mechanically and they feel central to the design of the game.

consider starting the player with one health potion so that a run can survive a bumpy start or make mistakes learning how the systems work. And a single tutorial page on the main screen telling the player:

  1. what their options on their turn are, 
  2. what a good roll looks like, 
  3. what they earn for playing well, 
  4. and how to spend that resource to get stronger

would go a long way to helping them find their footing and start feeling like they're playing the game.

(1 edit)

Thank you for the feedback! We understand that it's currently impossible to understand without an in-depth tutorial about the mechanics. The enemy's damage is actually consistent, but the reason it's unpredictable because:
1. We do not show their levels
2. There are actually 3 types of enemies, but we ran out of time!
3. There is actually a damage bonus for each enemy's die wins.

We will take a look about these problems after the game jam and hopefully improve the gameplay.