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I see I am a little late to the party. I played Dice Wars a lot on a regional website and I absolute loved it. I definitely do notice the inspiration here. I do have some point of feedback though. I noticed you use a similar game mechanic like in the original flash games and that is not bad per sé, but since Dice Wars itself was based on Risk you'd expect a bit more of the game mechanics from the board game.

Like for example, the dice are randomly distributed over the different tiles. In the actual Risk you can pick the countries where you want to place troops. Doing this right or wrong can make a huge change. Also, you count new dice amount per turn based on the largest collection of tiles that are connected. But may I recommend doing it differently? Like count the total of occupied tiles and divide them by 3? Because right now the one who has the biggest chance to win is usually the one who has the least surrounding enemy neighbor tiles. Since you can let the tiles in the back get maxed out so you can easier defend the tiles in the front. Rinse & repeat + a little luck of the dice and you can easily win every match.

dice are randomly distributed

you have to wait for inside territories to max out before they contribute to front. it slows growth, as designed.

[income] based on the largest collection of tiles

this encourages splitting enemy apart. the best way to win late game or do some damage. altho it does suck trying to suicide errant territories early game. youre describing such a different game. check my top level comment. cheers.