Thanks for your interest in our game!
We absolutely plan on selling the game on itch when go to full release next year
Thanks for the report. I believe at that stage it might be when you are supposed to click the horn button to start the wave. I'll make sure to give it another look to check if that is the case and will try to adjust the wording to make it clearer what the player needs to do to continue.
Glad to hear you like the concept and core mechanics!
We're still improving the pathfinding. It's a complicated problem but we're working on it. You can expect fixes and improvements to it in each update!
Thanks for playing!
We're working on a huge update that will be out in the beginning of June. I hope you get a chance it play it because we would love to hear what you think. We actually made an upgrade that let's you see where the enemies will come from; we agree that is a good idea!
Thanks for your support!
Thanks so much for playing, we're glad you like it!
I'm working on making a discord server and there will be a link to it in the next update. We're making some pretty big improvements/changes so I'll be really interested to hear what you think about them as someone who has played these earlier version of the game.
Thanks again, see you in the discord!
Thanks for playing, we're glad you found it!
Thanks for the info on the bugs, we've been working on the ram pathfinding for the next update.
What kind of campaign would you like to see in the game? We're still working on conceptualizing it.
We actually just got our steam page up:
It'll be released in early access in June! An Endless Mode is one of our plans for while it's in early access.
Thanks for playing and thanks for this info; it's really helpful!
Performance is something we are aware needs some works and we're improving it slowly with every update. For the April update we will be focused on graphics and performance. I hope you'll give the game another after that comes out.
Thanks for playing!
We are working on making an update that'll make the game longer. The game's difficulty is going to feel different depending on how the dice role but I think that's part of the charm; dice are all about luck and randomness!
Rouge Bones is a rouge-lite, turn-based, dice builder. The player collects equipment (dice) and hones (upgrades) them as they fight through waves of skeletons!
What I think makes our game unique and cool is how we took output randomness, which is the usual in dice based games, and turned it into input randomness. Output randomness is when the player decides what to do then the result/effectiveness of their choice has a random element; such as rolling dice in d&d. In Rouge Bones the dice (equipment and enemies) are rolled at the start of each turn and the player decides how to use them. Both types of randomness are great but in this case using input randomness leads to much more strategic gameplay.
The game is currently just a prototype, so were looking for feedback to help us decided if this is a worthwhile concept to continue working on.
Thanks for checking it out!