Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

irrevenant

6
Posts
2
Following
A member registered Apr 09, 2021

Recent community posts

Its like the concept of creating your own meaning in life instead of finding it in a world that is largely hostile or indifferent to you is an alien concept to the majority of wannabe "developers" on this site. 

That seems a particularly uncharitable way of looking at it.

Some people think BoB contains an interesting system and are interested in seeing if it can apply well to subjects beyond its original focus.

Wanting to do something different with the original concept doesn't mean they don't understand the original concept.

If we follow that line of thought, Avery must be a wannabe "designer" who finds RPGs "an alien concept" since he set out to do something new with them. 

I don't think that's a particularly reliable line of thought, do you?

I think the underlying question here is: If someone were to create a game that used the same basic mechanics as BOB but wasn't themed around marginalised groups establishing an independent community, then what should they refer to it as?

(And if that's not the underlying question here, I'm still interested in the answer. 🙂)

On one hand, it wouldn't feel right to call it a BOB game. On the other hand, it wouldn't feel right to not credit BOB as an inspiration. 

Would you just call it "A Belonging Outside Belonging-inspired game"? 

To add to my earlier comments: The balance on multiple attacks feels like it might be off a bit. It rarely if ever feels worthwhile getting a 4-damage attack when you can get a 3-damage multi-attack for only 8 gems.

I suspect that solo attacks should have a significantly higher cap than multi-attack (6 damage?) and/or multi-attack should be significantly more expensive. 

(I suspect it's the latter, since it's essentially never worth getting lower damage multi-attack either at the current cost structure). 

An infinite mode would be cool. They could also do a mode a bit like Slay the Spire where there's 3-4 "worlds" and this version of the game is just the first world. (Each world consisting of a boss, 3-4 mini-bosses, and maybe 20 non-boss fights).

My guess is they'd move the princess rescue at the very end of the game and insert the extra world's and bosses before that. 

I find that shields and heal play fairly different in practice.  For example, it's appealing to put a lot of heal on your dice, but it's just wasted whenever you're at max HP (which carries over between fights).  With shields you start at zero each fight, so rolling a shield at the beginning is helpful.  Finding a good balance between shields and health makes a significant difference (and that balance may differ over the course of the game).

I agree about being unable to tell which dice is which though - that would be super helpful.

(3 edits)

Very cool game!  I hope one day to see a longer, fuller version.

One tiny bit of UI feedback: It would be great if the screen looked inactive or something when you can't use it.  For example, when you try to click on the cross button or a dice while the game is in the middle of throwing dialogue bubbles at you.  At that point it looks like you can click that button, but doing so throws dialogue at you instead.

Thanks.