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(+1)

This game looks really beautiful, and is actually a fun concept. In this review i wont go into the controls because A. I didn't have a big problem with them, and B. you are probably tired of hearing about them. So lets begin!

Visually the game looks stunning, the characters are all nice and clear and cute, and the map itself looks pleasant.

Audio: The music, ( meaning all three tracks) sounded great and I am super impressed you(meaning the team) had time to make multiple tracks that all sounded really good: I also want to give props for having a nice movement sound that mixed well with the music, neither getting lost nor overpowering the music. My only feedback in this area is some attack damage sounds would have helped, and some sounds for the attack tiles would have also added some oomph to them.

UI: Honestly, it was very clear, and I was rather impressed that you had a fully featured settings menu so really good work there. It worked well and I didn't have trouble using it. In terms of feedback, a restart button would have been a good idea but I understand jams are short of time and you have to prioritize but given the difficulty of the game I would recommend you consider adding one if you do post jam updates.

Gameplay: The core concept of trying to survive as long as possible and move for as long as you can is a cool twist,  and given that each dice move is a clear event I think it works well. I think my only feedback besides the aforementioned restart functionality, would be rather than use DFD for damage, it might make more sense to use the face up side for damage, up will always be more important than down to humans psychologically so you might want to use that to your advantage. with the damage side being down, i often forgot to consider it in the heat of the moment, if it was the up side, i would have been more careful because i could see the value i was going to use in the attack. Regarding the random level generation, very good work, it was a good choice for this game.

Overall great work, I hope my feedback is helpful, and that you had fun making this game. I had fun playing it. Thank you for sharing.

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Hi, thanks for all these in-depth reviews. 

At first, we have the "step on the grass" sound triggered somewhere in the code, but when we are trying to add the sound effect of sigils (attack tiles) triggering at the last minute, I found that the(my) corresponding code logic didn't simply allow me to switch different cases :((

Regarding the DFD part, it doesn't exactly mean "Face Down". Initially, we are using the so-called "DFD" design to emphasize "interact with the environment": 

  1. The bottom face activates the sigils (it's like the magnetic stripe on your credit card).
  2. The face that faces the enemy "rolls" into the enemy as you move to the corresponding direction and will then become the bottom face.
  3. (haven't implemented in the jam) The sigils can appear on the surface of stone walls, and the die face that touches it will trigger the effect with the face value (i.e. not the bottom face in this case).

You can see that (1) and (2) eventually utilize the bottom face, but (3) does not. We ended up calling it DFD because we only have (1) and (2) at the moment. What we can improve is to add more visual aid to preview each corresponding face after rolling.

Your feedback is very helpful, glad you enjoy playing our game!

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I see, thank you for the in depth explanation, that makes a lot of sense. I think you guys are on the right track and i look forward to seeing the updates! Again great work. jams are hard, and the level of polish present in your game was impressive.