10 seconds per round, with several rounds per turn, results in very long spaces with no gameplay as far as I can tell. I think the flow of the game could be sped up a lot.
Auride
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Really good work! I didn’t totally understand how the shots interacted with the guards. It seems like I always rolled a 6 when caught. I got to a level where I hit all the objectives, but then the camera just zoomed out rather than the level ending; I assume that was the end of the game. Also, there was one time I got stuck when I dashed into an objective at the top of the 4th(?) level.
I didn’t realize there was audio at first, so it took me a minute to understand the gameplay. I’m sure you had bigger plans for it, but since there’s just 1 ability (wheel) which you get for each level, I think it would’ve made more sense to give you the wheel immediately rather than having the equip mechanic. Maybe for additional abilities, you could simply run into them and they’d automatically be assigned to the next unused die-side?
Also, I didn’t understand how the ctrl to refresh mechanic worked at first. A progress bar would’ve helped make it clear that you have to hold it for some time.
Totally understandable! Thank you for giving my game a try! The simple version is: You want to drag the wheel so that bigger numbers are under the cursor (the center slot) during the hero’s turn (when the reticle is on the left) and small numbers are under the cursor during the enemy’s turn. You win when the enemy runs out of health, and lose if the hero runs out of health.