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(+1)

Tasty. Nuff said.

lol, but no, really, great job. I liked almost everything about this. I could see some areas that could use more polish, but I believe you likely already know those exist and would have knocked them out with more time. My favorite part was probably the combat system. You added enough depth there that the choices felt interesting and impactful for the player. I always love the random characters and perma-death gimmick, too; I get so upset when whatever version of Rose I have dies for the tenth time. :D

Working the dice into it was cool, but it felt like it could have been handled behind the scenes or represented by anything else. They didn't really stand out as something that was playing a major role to me. Maybe more emphasis on the animation or something would help; a little more build-up before the actual roll results.

Obvious things you likely would have done with more time:

-Could have used more variety in damage types or something to spice up the combat a bit
-Effects would have been a nice addition to make things more interesting
-An inventory/loot system and the ability to equip your party members seemed like an easy and fun win here
-A cleaner dialog system for party members that wasn't set up with trigger volumes

I must say, though, that you prioritized way better than I did for my team. We ended up leaning in the other direction; we got many of those systems working and focused on features and polish that we failed to utilize fully to create a great experience. Excellent work. This is a master course on what to prioritize for game jams!

Thanks for playing, glad you liked it!  And, yeah, lots of things that could have been added =).  My initial thought (before working in the Endless theme) was for 1 character, with 6 equipment slots for the 6 die faces, and do purely inventory-based upgrades (albeit with no clue how I'd do aggro or something similar to keep it interesting ^_^).  Adding equipment to this would definitely be fun, but was quickly out of the scope of what I could pull off and balance in the jam =).

If you've got an ideas on how the dice could be "behind the scenes", I'd love to hear them =).  I'm having difficultly thinking of a game that just randomly says "surprise! you've gotta choose only between these two characters this turn", or anything like that, unless the randomness is clearly from a die roll or equivalent...  I do also like video games that feel like board games, and that helps sell that, though =).

(+1)

So, I still think they would be okay, not hidden, if you emphasized them a bit more. As I said before, make them bigger while doing a roll animation and let the player understand the significance of that and anticipate the outcome. I think that would be better; right now, they just felt like an afterthought to me.

In terms of things you could do to ease them into the background, my first thought would be some system tied to the theme on the surface. You could call it something like the "Bravery" system and explain it away as something like "Only 2-3 characters per turn will be able to summon the willpower to take action against the cosmic horrors they face per turn; make your choices wisely." You could probably come up with a more creative name and reasoning, but it would be easy to put it in as a hidden system at that point if you wanted to go that route. But of course, you would need a new name then, just spitballing design ideas. :)