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A jam submission

High Roll WarriorsView game page

It's dangerous to go alone. Take dice!
Submitted by NemoPearwall — 1 day, 7 hours before the deadline
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High Roll Warriors's itch.io page

Results

CriteriaRankScore*Raw Score
Gameplay/Design#64.1434.143
Graphics#143.8573.857
Fun#153.5713.571
Audio#223.2863.286

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
gameplay and balance

What did you update?
bug fixes, animation, sound effects, balance changes, new enemy types, added main menu and tutorial

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Comments

Submitted(+1)

Well put together, and feels good to play. Despite the randomness, it never felt unfair. If anything, I echo what some others have said that the magic attacks the player has may be overpowers but I don't think I'd get rid of them (maybe just make a sword attack more likely to be rolled).

I'm not sure how you could do it, but I would greatly appreciate a way to predict where enemies will move to before I finish my turn. As is, it doesn't feel great to be entirely at the mercy of rng during enemy turns unless I run as far away as possible from them.

Developer

I'm experimenting on how to show an enemy's range. I'm leaning towards how Fire Emblem shows a character's movement range but I imagine that it's going to be more difficult once I add terrain features like walls that can block movement. Thank you for your feedback!

Submitted(+1)

Nice game !

The gameplay is quite easy to understand and delve into & there's a nice little amount of strategy into it. The tutorial is really efficient and well made. The visuals looks really neat and the sfx fits well. the music doesn't really convey the mood of the game but it sounds fine anyway.

in terms of feedbacks, there's not much to say. It's pretty well rounded.

As mentionned by others bellow, the sword feels really weak and I ended up not really using past a few levels.  Compared to it the fire spell feels really powerfull (maybe limiting the fire range and proiding a way to upgrade the sword would help with balancing the game)

Some random loot/upgrade would really help in term of replayability.

All in all it's a really well rounded game. Great work :)

Developer

Thank you very much for playing! I'll keep your recommendations in mind when I update the game.

Submitted(+1)

I really liked the tutorial! I just didn't get how did speed works for the monsters because with 3 speed (rats) they seemed to track me down anywhere on the map. But I probably just misread it anyway.

I got to level 5 but then I quit due to the lack of progression. Probably wasn't on the roadmap for this jam, but in games like these it feels important to have some upgrade of some sort, whether it is increased damage or more spells.

I felt the music was a bit lackluster for the action, but I figure it's hard to have a song that encompasses both the strategy section and the action section. Also you could add sound effects to player walking and monsters dying, it  feels a bit too quiet sometimes. I liked the spells, I just wish ice and thunder felt as powerful as fire, especially because ice depends on getting a nice roll on the next turn because then monsters already thaw.

The sword attack feels really weak, which I can understand considering you are a wizard, but it feels useless when the monster has more than 1 hp.

All in all, I had some fun with it, and it works really smoothly. The pacing is nice and I never felt like I was losing due to unfairness of the random rolls.

Developer

Thank you for playing! I will try to do a better job of explaining speed next time but one minor change I plan to make is to call it pace or step instead. I could have also have made the player click once per enemy action during the tutorial to further demonstrate how far enemies can move per action.

I actually can't wait to implement progression, which has been planned from the conception of the project, but I wanted to finalize the core gameplay first before doing so.  I'm still finalizing the details but I expect to finish implementation after the next update.

To be honest, I didn't take too much time looking for music but depending on how big the project becomes, I might have to look for a more appropriate one (maybe even make or commission one). But I'll definitely add sound effects for walking and dying.

I mentioned this in a comment below but I plan to buff the sword. I'll hold off on buffing ice until I see its performance after the sword buff. Storm becomes more useful starting at level 7 when higher health enemies start spawning so I understand that it doesn't feel as powerful in the earlier levels.

Thank you very much for the feedback!

Submitted(+1)

I made it to level 10. I think the gameplay's pretty decently intuitive, especially with the tutorial explaining things, so I had no issue figuring out how to play. Was confused on why blank dice were showing up when they do nothing, but maybe in the future you can modify the dice in some way? That is, in game, the player could collect another die or use an upgrade somehow to change faces.

Some things about balance: once you start getting a few levels in, your sword attack becomes less and less useful. With its low output damage the game kind of becomes mostly running away from enemies and hoping you get fire and lightning magic. I like the whole pick 5 mechanic, though, which helps add strategy to the randomness.

I think sword attacks should maybe be a little more powerful for the risk it takes to get close to an enemy, and also maybe the ice attack should have a slightly greater range because it doesn't feel anywhere near as useful as fire and lightning. Or to give the sword more importance, maybe there should be more low defense but high attack enemies (I think the spider might have been one, but it still had >1 HP so the sword is a dangerous tactic on it).

I would say a way to heal would be nice, but the tutorial implied that endless is not the final form of the game's campaign, so that's less important right now if it'll be structured differently anyway.

Also, even though you did explain what he speed stat meant in the tutorial, I still found it a little tricky to try and predict where I'd be safe from an enemy and where not. It was dependent on the die roll of the enemy of course, but was movement based on speed multiplied by the die?

Anyway, balance is a tricky thing to fine tune because every new thing you add could potentially break something. But I also recommend checking out Mini Dice Battle, also in the post-jam -- it has a similar idea except you control multiple characters, and coins scattered about the battlefield encourage you to move to different places.

But I do want to mention that it's nice to see you have a decent number of enemy types, and they're introduced gradually with increasing difficulty, easing you into the game.

Developer

Thanks for checking out my game! Dice-building is my goal from the beginning but I wanted to put out something playable (at least the core game loop) for the jam. I have plans for various ways to customize the gameplay (adding dice, upgrading/duplicating faces, etc.) and I have laid the foundations in the code for it. I will start working on it after the next planned update which adds terrain features to make movement more interesting. 

Another planned feature that didn’t make it to this version is to have 3 characters, each focusing on either magic, weapons, or movement. I kept the sword for the wizard because I wanted to give a more reliable source of damage when the player is low on mana. I think it works best with ice magic since the frozen enemies can shield you from the others while you slowly pick at their health. I’m looking into reducing the blank faces on the sword dice to just 1 and/or increasing the number of sword dice to 2 to make it even more reliable. (The spider actually had 1 hp previously but I buffed it because it was very easy to deal with during playtesting).

I will have to explain or show how speed works better since this is what confuses a lot of people. Enemies don’t actually roll to move - they can always use up all of their speed to move as an action. The only times they don’t are when their path is blocked or when they see their target on the same row/column midway through. So a slime with 1 speed can use its 3 actions to move 3 times (1 tile at a time), or move 2 times then attack, etc. I will try to explain it more clearly in the tutorial or maybe I can also change the term from “speed” to “step” or “pace.”

I’ve seen a lot of games from the jam with a similar concept (Vimlark actually made a similar game using the same asset pack I used lol) but I haven’t seen Mini Dice Battle so I will check it out. Will also check out your game. Thank you so much for the thorough feedback. I really appreciate it.