Thanks! It was a tough challenge, but it was fun.
TheStoreman
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Cool! You used light and shadow in a good way. I could see where I was going while also being a bit lost, and the dice (our target) were easy to spot and not hidden by the effects.
What I don't get is the camera changes. I kinda wished it sticked to either top down or first person, but not both. I got inside the garage only to instantly walk out more than once.
Gorgeous. This is one of the best looking games here. It moves nice, sounds nice, and looks great.
I did manage to bug it out. I died by lava just as I killed the last enemy, so this happened:
I was alive but with that prompt. I could play, until I spawned this level where I was inside a rock. Not sure if that has anything to do with the bug or not, just letting you know.
I mean, this can happen in a jam, I'm not knocking off any points in my rating for that. I want to point it out in case you reuse some of this code down the line.
Yeah, I got into Twine as a graphics-lite platform to learn about the logic of game design. It allows me to use text to do a lot, and now that I'm working on digital boardgames I can work with static "cards" like the enemies here. I did do stuff with GameMaker when it was free (so imagine how long ago it was, GM 2 wasn't even out) but having to make the interface itself was a lot of work.
Glad the theme came through! I'm no artist (as if you couldn't tell :P), and adding sound is still too new for me, so building atmosphere is an uphill battle. The idea of a necromancer was there from the start, before I even knew why you'd need blood or bones.
Agreed, 100%. That was the original plan, but I ran into a little problem. If your health persists, the right play is to stall with weak enemies and just heal yourself. Same problem with keeping resources in-between fights.
The right fix would have been to remove the healing spell and add another event to heal, but by that point in the jam it was too late (I'm fine with resetting resources). I decided to reset health because I hate it when stalling and grinding is the right play. It was a band-aid over the real issue, though.
Oh, I didn't understand that you got more enemies the higher you roll. I thought the spaces had random "encounters" so you fought what you landed on, if that makes sense.
Nice take on health, but it does mean you don't change weapons if you avoid getting hit, which kinda lowers the variety. I'd rather health was only moving backwards and the weapons changed when you rolled, so each "room" has random enemies and weapons. I don't know, just thinking out loud I guess.
Dice management works great, and it looks so crisp and cool.
As it has been said, fights can drag on. It's a matter of balancing offensive and defensive options. On a one-to-one conversion (and rolling similar dice) the result is very slow. Nerfing or limiting the green and blue dice would make it faster. Putting a cap on shield would help too.
Really good use of the dice as health. When I read "if I roll three 6's you die" I was almost out of it, but decided to try anyway. Glad I did, because it's an interesting take.
You basically roll for the number of times you can be hit in a room, which makes for a playstyle where you get to damage boost often because next room you "heal" anyway.
Props for trying out a less than common system (the cycling).
About the rolling, it falls into the tabletop issue of "Roll high win and keep playing, roll low instantly die". I'm not sure if there's a "speed" system in place where going faster makes rolls better (it does say you shouldn't slow down). I was so bad at the cycling it could have been that instead of bad luck.