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I agree with the rest of the comments that the art was stunning . I did feel though that drawn images  didn't work all that well with the (pixel art?) tiles, in that case I think maybe illustrated isometric tiles would have worked better (though I'm guessing it might have added complications to the code). The gameplay was slightly confusing at first, (The fact that the kind of card sorting changes really threw me for a loop on the first run). 

The concept of rolling random  numbers with the dice and then you assigning them to stats was pretty neat, although the focus on this aspect was somewhat lost and I didn't think what I did with the numbers mattered much, mostly because the card sorting mechanic also decided the result of the player's actions. 

Overall, I liked the gameplay, it was fun. :)

Thank you for your compliments. I would have to agree that there is definitely an artistic disconnect between the tiles and the hand drawn characters. Our original idea for the look was to make the playfield look like a boardgame on a table, but due to time constraints, and a lack of technical skill, we didn't complete that look. (you can kind of see our attempt at it with the white background around each character looking like cardboard cutout pieces in typical board games.

The dice roll mechanic is supposed to work like this (we didn't make it terrifically clear): if, for example, you roll a 5 for attack, you have the ability to deal up to 5 hp of damage to whoever you attack. The card sorting then determines how many of those potential 5 hp you can actually deal based on your sorting accuracy.  Even when knowing that though, your point still stands, so thank you for the feedback! :)

We're glad you enjoyed playing, and we appreciate that you did!