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Relic

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A member registered Oct 02, 2019 · View creator page →

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Great visuals and well designed puzzles.

The "roll the dice" theme was shoe-horned in though. Players determine exactly what move number is required at each step of the puzzle, then smash spacebar until the correct number comes up - I found that tedious and slowed down my ability to just get on with solving each level.

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I get the theme now - "Dice, then roll", rather than "roll the dice". It's a stretch but I'll allow it!

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And after seeing what looked like a much more interesting playspace in your screenshots, I'd suggest speeding up the upgrade time. 10 min to unlock a couple of upgrades in a jam game is way too slow for my liking.

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Thank you so much for the constructive feedback. Going to take all of this on board. All equations should have been attainable - will double check my math.

I also think you misunderstood the powers - they needed to be activated by putting a matching dice IN the power slot (not activated by simply using that number in an equation). You are not the first to not twig this is what is required so still some UI work to do. I had hoped that since power slots and equation slots shared the same art that this would clue players in. Oh well.

Thanks. Shame about the abilities. The "greyed" out status was actually the same graphic as the equation slots - putting the correct numbered dice in the slot activates the ability. Will work on clearing up that part of the UI.

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Thanks! RNG will for sure play a factor. I do enjoy card games (inc Slay the Spire) but usually get sick of them when I feel the randomness holds me back more than my skill!

oh wow! 24. I'm starting to think the enemy difficulty broke in a last minute submission. I normally failed around wave 12!

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Nope, just battle till you die (pun intended?). Enemies don't seem to be getting strong enough, quick enough for players to be challenged before bailing.

Some written feedback.

Liked:

  • Graphics were clean and simple to interpret
  • Mechanic was creative
  • Random buffs each turn.

Things to improve:

  • Visual feedback of players actions (attack animations, turn swaps etc.)
  • More clarity about damage and healing (when using two dice of the same type the numbers were not as stated in the equation)

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Why I do it! So much more valuable that "Great, little game" - not to disparage those reviews - they are nice to get too!