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An easy 5 stars on creativity, a really unique game yet utterly dedicated to the theme. 

Sadly I encountered a couple of bugs that sort of made the game unplayable: 

Firstly, the enemy would reuse its dice to completely deck out its stats. By turn three it would have every box full. I restarted the game several times and this happened on almost every turn.

Secondly, after a turn or two I would stop receiving new dice on my turn. Sometimes I could click around madly and they would suddenly spawn and roll, but this was rare. 

These bugs made me really sad as I love your game concept and really wanted to play it. The concept of growing your character per-battle, watching that skill tree fill up, that's really  good and sounds uber satisfying. And being able to hold your low rolls to activate the special moves is really clever too, it means the player is never totally screwed by rolling low and they don't really get that pang of being screwed by bad luck. 

Reading other comments makes it seem most people were able to play just fine so I'm not sure why I wasn't able too. I would love for you to continue development because the concept is so solid and I'd like to play a working version haha.

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Thanks for the in-depth review. Glad you found it 5-Star Creative: it was our main focus to do something completely unique. 

As you say, the aim was to make the player be able to compensate for RNG and make active decisions as they flesh out the skill tree/action tree. I'm glad that was noticeable.

It's unfortunate you ran into so many bugs. We did know about the "enemy reusing dice" issue right before publishing, but it seemed to be random and related to some race condition between the AI decision tree and the time taken for the dice to properly clear the dice buffer. Did you try a different difficulty because it seemed to happen more often on Hard than Normal.

I have never encountered not getting new dice though when you have a slot open - I will look into that. 

I think if we work on this further we will remove the physics dice and use a simpler "Mario Party" style visual for both speed, clarity, and de-clutter. It could also remove that potential race condition. I will also rebuild the Turn Based Framework - it was quite complex and I'd say rushing that in 48 hours is the root cause of the bugs.

If we end up doing an update, I will let you know.

(+1)

I found a bug when choosing the Critical Attack Node - it causes a NullReferenceException and crashes the game. If this is what  you encountered, it can be avoided in the build by not buying or triggering the Critical Attack Node.

I don't think this is what I encountered as the game never seemed to crash, I could always pick "attack" and the enemy could always take its turn. But thank you!