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(+1)

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!

(1 edit) (+1)

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.