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An interesting concept for sure. The idea of there being a risk-reward system with going over was neat, and the idea of re-rolls requiring pickups worked pretty well. My issues are mostly entirely about balance. There are too few power dice relative to the number of element dice, especially in the one small map. The fact that pickups infinitely respawn and you aren't kicked out as soon as you win a round means I was starting each round with full dice bags, a charged spell, and full health. The game just wasn't able to throw anything at me that could take me out in a single round, and I was able to max myself out between rounds. I would have liked to have seen an "ending" to the game, but I'm guessing it's randomly generated forever. I had fun, but I ended up playing it for way longer than I was having fun with it.

EDIT: Oh, and a few notes on accessibility: The elemental invulnerability being indicated by color is harder for colorblindness. I think it's using other factors to indicate it as well, such as transparency, but I never exactly figured out what appearance matched up with what invulnerability. Also, I would have liked to see an FOV slider in the game. I know it's a bit of a reach goal for a game jam to have those kinds of graphics options, but since FOV is an accessibility feature for those susceptible to motion sickness, it would have been nice to see.