Are you ever going to come back to this? I replay it every few years. It has so much potential.
tigerstar186
Recent community posts
I know you added per-action familiarity in place of skills, but maybe you could have both? (Skills being rather minor progression compared to per-action)
As it stands, I have had a couple runs where I take a break and forget quite what I was doing and just head the wrong direction or do something that is effectively irrelevant by the point in progress I have reached. If skills still existed, it would feel a bit more like I still made progress.
It also makes sense narratively. If I tear down a solid metal door, I might not be ripping the next one down with my bare hands, but I'd definitely have some degree of awareness where to start. Same with the various hackings -- theoretically these stations were built to some standard, so learning how to abuse one's digital systems would give insight into the others'.
Unfortunately I feel like you've missed a lot of the magic of Tour of Heroes. In that game, the classes felt different... mind you, they weren't actually that different... but they *felt* different. Each had a unique unlock method. A lot of them were reliant on just going to a place and doing a thing, but there were also unique ones like completing a very slow action. They all also had a unique perk that affected their gameplay outside of just aptitude rates.
Add to that each class having a unique sprite, and they at least "felt" different even if they were mostly identical.
Here... well, you've got an array of classes but they're all unlocked by doing a zone. They don't have unique perks, nor pieces of art to help me feel a connection to them. The multipliers are also similar enough that no class really feels different -- if I weren't actively looking for it I probably wouldn't even notice whether I were a rogue or archer of the same level.
I also think the decision to replace slowdown with success percent is a poor one. There's no action log, and the bar moves so quickly I can barely read what I'm actually doing and what the chances are. The actions don't especially make sense, either. Why is picking a fruit "fishing"? Why is throwing darts "cooking"? The constant quickly shifting blue behind the words makes it difficult to read, as well. In ToH, I was intensely aware of each action and how bad I was with it by how slow that dang bar would move. Here I feel like every action is identical, and can barely parse any actually useful or entertaining information as to what I'm "doing".
Edit: Also having your skills rearrange themselves based on what is highest is needlessly confusing. Just keep each in one spot.
I was really enjoying this as a slow burn idle game with a variety of mechanics, and then I very quickly wasn't.
There is a mechanic that is "quickly do math (or other school subjects) with no automation whatsoever". Sure, it's "optional" but progress slows to a crawl without it, and if you don't do it you can't 100% the game.
I'll pass thanks.
Go to your account in the top right of itch.io and click my library, then dicey dungeons, then download. Scroll down below the files and it will give you the steam key if you link your steam account. Now, copy that key and open steam. Under Games in the top left, click "Activate a product on steam". A pop up will appear, and you post the code in there to activate it on your account.
Go to your account in the top right of itch.io and click my library, then dicey dungeons, then download. Scroll down below the files and it will give you the steam key if you link your steam account. Now, copy that key and open steam. Under Games in the top left, click "Activate a product on steam". A pop up will appear, and you post the code in there to activate it on your account.
Enjoy!