I'm very impressed that you managed to find this technique! Yes, I do know about it... adding infinitely scaling levels is one of those things I really wish we had time to do, but just didn't get done in that last-minute rush. Anyways, thanks so much for playing and giving feedback!
Fajpaj
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This is all incredible feedback! In retrospect, I really do wish that we could've achieved more clarity with the tutorial, since it really does take a while to figure out what's going on. And yeah, I think the fact that you have to fully restart each time was a pretty big misstep by us. Thanks so much for playing and commenting!
Incredibly pretty and well-made. I think the combat is cool, but with some little tweaks it could be more intersting. Like maybe you get to keep the unused dice in-between rounds. Or maybe you have a stamina bar that moves eat up, but rerolling eats it up too. You're on a great track here, it just feels a little shallow right now and with some new idea it could really be deep. Great stuff, love it!
Wow, this is wonderful! This critique is a little weird, but I actually wish the rules were simpler. That way, it could be the same difficulty but be more fun because that experience of handling multiple rules is what makes this experience particularly interesting. Anyways, excellent work. Super fun and well presented.
Great polish, and overall some of the best puzzle design I've seen in this category of game. However, I think this still suffers from that core issue of this being a really fidgety idea at its core. Most levels, I either stumbled into the solution or just followed what seemed to be the intended path. Oh also the music is great!
Superbly well-made. However, I'm not really sure the gameplay is actually super deep. I feel like the game is super RNG based, and I can go for a while pretty comfortably until my system gets screwed up and I'm just kinda screwed. Like I can weasel a couple more rounds in after it goes to shit, but the substantial part of my points comes from how long I can go without the system getting screwed up, which feels like RNG. This is a really critical post lol, but I only got so in the weeds because the game is so great. Really simple idea executed very well -- the kind of thing I wish I'd have thought of. Great work! Just maybe it needs another mechanic to really deepen it a bit.
I love the art and music! I don't know if I'm missing something, but the gameplay feels relatively simple and doesn't offer tons of opportunity for strategy. Mostly, I would just attack with whatever they weren't defending with, and whether my defense was good was completely up to chance, which just felt kinda formulaic and boring after a while.
Thanks for the feedback on the movement. It was a new thing for us, trying to make a character controller that could bounce around against the dice but still feel good, and I don't think we really nailed it. We definitely didn't tune the balancing quite right either, lol. Anyways, I'm glad you liked it and thanks for the compliments!