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(1 edit) (+1)

I liked the simple clean interface. The only thing letting it down was the standard-looking buttons as it distracts from the enemy sprites, the lack of music, and (correct me if I'm wrong) there was no way to spend treasure. But that is understandable given the Jam time limit.

I liked that it is a pretty accurate translation of Yahtzee, but using your score for combat power. It is a interesting and easily understandable idea. 

Overall, I'm very glad I played this one. 

Disclaimer: My game was also a Yahtzee-inspired battle system. It was good to compare and contrast our approaches.

Constructive Feedback

  • I wish your attack occurred prior to the enemies - so that a good roll prevents you taking damage that round
  • I wish your score carried over and the enemies had higher HP. It is less satisfying to get Yahtzee (50 points) only to lose all 50 points to killing a 8HP enemy :(

Suggestions

If you wanted to improve it I would probably recommend instead of using points directly for damage, use the points to purchase actions (or just have the combinations do specific attacks themselves and the score be the power) so that the player has even more strategic depth to play with.

Great feedback.  Really helpful stuff there.

I couldn't do a lot of that stuff because of time constraints.  I was going to make the enemies increasingly harder and have the score roll over, but just didn't have the time.  So, I opted for the quicker and easier way to add difficulty to combat.  I left out music to make the download size as small as possible, so people wouldn't have to wait long to play.

I'll definitely try to implement these when I have some spare time.

I really like your idea of having different combos enabling specific attacks.  I've added that to my todo list :)