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(1 edit) (+1)

Definitely a very interesting base with some incredible art direction especially for a jam game, but even otherwise.  Some decent setup fort combat mechanics and a interesting way to mix it up in terms of damage. 

Though I will say that the dice honestly felt a little more "bad" than good most of the time.  Not just with the actual bad rolls which were interesting but mixed it up a bit, but more just, I didn't really run into a lot of situations where it was "needed" more so I could do it if I wanted the slightly increased damage sometimes.  Which honestly I didn't super need.  Though that might've just been since I wasn't clear on the actual damage? 

Could be helpful to get the damage across more by having some sort of visual indicator of health possibly?  Could help with that issue, though I'm not sure.  It probably would be a little hard to fit in with the art too so maybe not.  


One other thing I would say is it did feel a little.. slow I guess with the attacks.  Mostly I think because there were a few trailing frames at the end that made trying to avoid attacks while attacking quite difficult, which to be fair.  It fits some game styles so it may be intended to may attacking more dangerous, though for me it more just felt punishing, since there's not a very quick movement option for avoiding damage.  Ex. a dash or a dodge etc. that would allow you to get out of the way at the end of those couple frames or so.

As well I would say the map layout, was a little hard, I'm not sure if it's just me being used to games having ledge grab like this, but I could not for the life of me reach some fo the jumps.  I'm not sure if there's something I was missing with it, or just if they're slightly too tall, but I figured I would point it out.


To finish off I'd say at the moment, it doesn't really feel like the enemies scale too much with the waves, at least compared to the start.  Or possibly they're just quite strong at the start, not sure.  Either way though it ends up with the early waves, taking quite a bit to get used to to manage to get farther.  Which I mean could fit, it's just a little hard early on.

Along with that there's not too much feedback on your "progress" throughout.  Since really you just move around, kill enemies, repeat (and heck you have to hunt them, which is a little weird)  and not much else.  I mean obviously you get more dice, but there's no score or anything equivalent to give some clear "progression".


Overall though an interesting base for a platformer hack and slash that I'd be interested to see where else it goes.  Especially when it comes to the art, but also with some more polished combat and mechanics.

(+1)

Thank you so much for the detailed feedback!

In fact, the damage increases as much as four times compared to a normal attack. You can kill a deck of cards (a green enemy) with a single hit, for example. And yes, there was a flying text in the plans to give feedback to the player about the damage, but we didn't have time.

We were well aware during development that dash in some form is simply necessary for maneuverability, but we also did not have time to make it.

I think you're right, the initial wave of enemies is really too complicated and not much different from the others, and it feels like you're fighting the same wave. We will fix this in the future.

I agree, the gameplay flow is repetitive, we essentially gave the player an arena with enemies in which he can try different dice, there are thirteen of them in total.

Thanks again for the whole article! We will return to all comments when we finalize the game.