Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

It's a very creative idea having a skill tree develop over the course of combat. There's a lot of design space there and I could see a whole game being built off of it, even if you didn't stick with the Yahtzee/dice gimmick. I think 3 dice per turn felt low, I think I would have had a bit more fun rolling the full 5 just because you get to see more combinations per turn. Very cool game! :)

(1 edit) (+1)

Thanks for playing. 

I agree with your opinion regarding having more dice to allow more combos per turn. I'm going to update it after the Jam to have the 5 dice plus 1-2 rerolls and then adjust the unlock requirements. We ran out of playtesting time and I think I would have implemented this if I had more time to playtest.

I agree, there is a lot of design space - which I found difficult to manage in a short Jam as it didn't give me enough time to iterate on ideas. I already have a few ideas to try out.

For example, I want to try changing the Dice faces from Values (1-6) to Symbols (maybe Stat or Role Based). Then we could trial using a generic "Stat Up" that can improve any stat depending on which Symbol is used rather than using individual Stat Nodes (e.g. Double STR symbols = STR + 2, Triple DEF symbol = DEF + 3). This would reduce the total amount of Nodes required on the Tree so it could be cleaner and give player more agency on growth trajectory towards the Capstone Abilities. It also would give us more leeway to use different dice loadouts for different classes and options to change the dice as you play (e.g. purchasing a skill to replaces one basic dice with an offensive oriented version).

Anyway, thanks again for playing and providing feedback on the mechanics.