nvm, figured it out finally. you need to click a roomtile, then click and drag to decide direction. there is no preview or indicator. you might want to clarify your description.
goatfryed
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Whats the purpose of multiple energy sources? You dont need them.
Whats the purpose of upgrades, if you dont need any and get increasing tiles as you progress anyway?
Also why should i buy upgrades for more tiles, when I dont know the next map(s)? What kind of thought process do you expect players to have here?
Cute little, easy puzzle game with various bloat elements that need refinement and overhaul.
I played to sector 10 before getting bored
You did not answer my question. I assume it's close to (roll * attack) - defense, but that doesn't seem to be all there is to it.
player action feedback is still hard which also makes it tough to follow. e.g. you and the enemy are using the same dice, so it's only a small time frame, where you actually see your roll
i believe you updated the interaction between the fights with door selection, but i could be misremembering. that's a nice addition.
I like your visuals. Gameplay wise it's lacking some unique selling point or a especially refined implementation of existing things. Thus the mid tier rating.
Maybe you have a cool idea to make something more out of the dice roll mechanic?
Whats the relation between roll, attack stat and damage done? at least it's not roll + attack and it's not roll * attack
The fights would benefit from either less interaction in the form of auto battle, or more interaction in the form of different actions, or stronger feedback animation and sound wise