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The concept is great and original! I managed to finish the game, ("Or did I?" :-)).  Rolling the dice is all about input randomness (see Marks Video on Randomness) and I think that is great! The enemies I was not sure if at some points they were following me maliciously. Maybe you could explore these concepts further: you could show the path the enemies will take, or at least their range, or the fact that they'll start following you. It could make the game more strategic this way. I died a number of times caught by the enemy, but I wasn't sure if it's just bad luck, or that I was to blame. This is more of output randomness and players usually don't respond well to it, especially since it can "brutally" finish the game. Arrgh I digress...:-) I really enjoyed playing the game and reaching it's end! It felt good!

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Thank you so much for playing and glad you got to enjoy the full experience! And I totally agree with your feedback, and someone else also mentioned this. I've rewatched Mark's video and I do agree I underestimated the amount of punishment that the player might feel due to that output randomness. What are your thoughts on showing a roll preview for enemies like is shown for the player? That way you know how far they are going to go but not which direction. Or perhaps previewing the direction but not the roll?

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actually both seem to be a good idea, and can help the player strategize differently. Initially I would have thought showing the dice roll would be the best, but indicating the direction is a really nice idea too. Maybe the dice roll fits better visually. Maybe the enemies can preview two dice rolls at the same time, and you need to guess between the two and strategize? This way you get a little output randomness that could be fun?  But I cannot say which one is the most cool. Best would be to playtest it :-)

Definitely, thanks for your notes! Maybe I will reach out to you to playtest!! Thanks again :)

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count me in!