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matt of house owlmoth

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A member registered Apr 04, 2019 · View creator page →

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Loving the ability to play my own maps now! I notice the new Grove tower doesn't have a circle indicating radius like the other towers do, I find this occasionally makes me feel like my Grove towers aren't selected when I click on them, although they are actually selected. I'm guessing just a bug, but I figured I'd be a good playtester and let you know.

Hope the lack of free time is fun-busy and not stress-busy! I'm looking forward to more updates, but the game is worth the wait. Take care!

Sad to hear that! One of the things I liked best about Dicelike was the relatively hands-off combat system. Still, though, looking forward to see what's next.

Good game! Snappy gameplay and I found myself looking forward to discovering what new powerup the next level would bring. I found the keyboard controls a little awkward, though - I like the strafe mechanic but changing firing direction while moving can get frustrating. Have you considered WASD for move and arrow keys for fire/direction (or vice versa)?

The art is positively cheerful, and I love that some of the puzzles have more than one solution.

People that tabletop game often are skilled at looking at rolled dice and calculating totals with mental math, but this is a skill that is developed over time. It might make the game more accessible to more new players to 'recommend' (visually indicate) a suitable combination of the active dice when mousing over an item.

For example, mousing over Elven Arrow might highlight a combination of active dice that equal the cost to transform back to Elven Bow. Mousing over Elven Bow might highlight the combination of dice that would inflict the most damage.

This 'hinting' stops short of making any decisions on behalf of the player, but it could help make the learning curve less steep for people less experienced with tabletop games.

The decision on whether or not to use the reroll trinket is a risk vs. reward decision, where the risk is giving up the rolls you have now, and the reward is potentially getting better ones. Weighing the decision means considering how good the current roll is vs. how good it could be. When mentally evaluating the odds, whether or not the remaining active dice are 50/50 or not is a significant factor - e.g., a 6 on a D6 50/50 isn't as 'rare' (statistically unlikely) as it would be on a normal D6.

Doing something to visually distinguish 50/50 dice (shade them with a different color? invert them, black dice with white numbers?) might make scanning the active dice to make that decision easier for the player.

Here's a video of my latest run, 148 points at level 21. Not the top of the leaderboard, but I'm pretty proud of it. The way I'm kind of mentally strategizing is while I'm faster than the other runners, saving nitros and getting boosts at all costs. Once the other runners are faster than me, I only burn nitros when I'm out of the top 6. I broke my own rules in level 9, though, diverting just before the finish line to pick up a boost that was way off track, and then burning nitros so I'd be able to catch up before the end of the race; I don't know if it was worth it.

Accepting less-than-first in the later races means a lower final point total, and I don't really prioritize coins at all. If I was just going for straight points those would both be mistakes, but I'm really trying more for levels - by playing that way, the nitros last longer and I can pretty reliably get to 20+. 

Awesome!

I've been playing a lot the last few days, this is my best score so far. It's a very creative take on the roguelike mechanic to not be combat-based, but stays true to the spirit by maintaining all the high points of the genre like resource management, unlimited replayability, and "weighty" risk vs. reward choices - trying to decide if it's worth detouring for a power-up feels meaningful in the context of the game. The gameplay is also a lot snappier than you'd expect from a turn-based game, another departure from the norm that just works really well here. This is what indie games are all about for me; taking some risks, making some less-common design choices, leaving the beaten path and finding a fun little mechanic off in the weeds somewhere.  If I could add anything, it'd only be an 'instant replay' feature; to be able to go back after the end of a level and rewatch the race in 'real' time. Thanks for sharing this with us!