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(+1)

Pretty easy! Liked it quite a lot though. But I'm a sucker for the genre.


Was it intentional that you could rush and throw more dice than you were "allowed" to? So you can just pretty much always throw everything you have and it loses all sense of tactics. There is also a big enough change that you won't get any more dice and not really have any choice of what to do because of that either.

Very minor issue of course but I completely forgot what the different dice besides attack were. Or I did remember them but not which was which. Not a huge thing but would have been better to have them shown as tooltips or something in the actual game view and you could scrap the whole "tutorial" thing.

Also, starting with two defensive dice and just one offensive one means that if you happen to meet an enemy with a similar set (or even worse, I stumbled once on one with three yellows and a blue) means neither side will ever be able to win.


I did manage to win on my first run but now that I'm trying to go for some more, I'm struggling to get through the second or third fight. Not because the enemy is winning but because neither side can lose. Enemy would pretty much have to get three red dice (and keep rolling them too) for them to actually ever win.

Healing and armor dice are just too powerful with them going over the max even. Why is there even a max since it doesn't mean anything really?

The map had literally no point at all. There was never really a choice to be made. Choice between three same enemies, what's the point? Even if you luck out and stumble on a dice choice, it's not really a choice either as blue and yellow are exactly the same. Both just heal one of your limitless health bars. And as far as I understood, green is just a better red (never got one myself). And as you start with two defensive ones already and enemies are likely to have such too, it always the better to go for more offence.

There also was this weird times when it started on player turn but without doing anything it just suddenly changed to enemy turn.

Super simple art style but with nice animations and spicy effects it was very very effective. Same goes for the sounds, bleeps and bloops work absolutely fine as long as they're not too repetitive. Which the music kinda was but not a huge issue as the game was so short.

Also, the web version ran absolutely fine for me at least...

Good job! 👍

wow what a review! First of all thanks for playing!

I must agree that balancing is pretty poor at the moment. The game definitely deserves better enemy ai.  I will definitely work on that once the voting ends.

about the map, the idea was to allow path selection (it's actually implemented in the game, but I ran into a bug and had to quit unexpectedly at the same time, so returned it to playable form)

about the stats the max value is there because i wanted to add more dice types and some would use this feature. (I don't want to spoil it here because I'll add them after the voting is over ;p )

the green die is actually stronger than the red one because it ignores your armor and only deals full damage to your health

and lastly your starting dice are just myself randomly choosen(i guess badly :D) but in the future I plan to have different starting decks based on character selection

I'm glad the web version is working!

thanks again for playing and for the constructive review

and I hope you enjoy the post-jam version even more ;)

(+1)

Yeah I understand the point of the map you were going for, I've played Slay the Spire etc. But there are no choices to be made and nothing you choose matters really. So it's kinda pointless as it is now. And as I had deduced, green is just a better red so no one would even in their right mind choose red over it. And offensive ones always trump the defensive ones in my opinion (and in this short version of the game). And if there was a choice between blue and yellow, it doesn't matter either as they're literally the same.

So yeah, it would need quite a bit more to make it interesting. You'd need to first of all maybe have the allowed throw count start off smaller so there actually is a choice to be made on what to throw (and obviously fix the bug that allows you to break that limit). Then something that would really spice it up would be to add passive skills that change up how the dice work and interact with each other. For example they could be something mechanically as simple as "the dice used after [insert color here] is double as effective". That would make the picking order matter and add some strategy. And then of course there are all the RPG classics like life leech, poison, other status effects and so on. The list is almost endless.

Just adding new dice does nothing to add to the game really if there is only one viable option to choose. Right now if you could only roll one option of the dice in the start, the red is the only right answer. Anything else would be just delaying it. Maybe if the dice were rolled first and you could pick from the already rolled values it would be a bit different but of course that would change up the game quite a bit and still the choices would be pretty easy.