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(+1)

Really fun game, I keep coming back to it over and over again...

Some comments / QOL feeling changes as of 1.1:

- Overkill damage not spreading to extra targets is understandable, but combined with not having target selection or any way of dealing spread damage means it can be really inconvenient to have to pick between using a large roll to finish off something at one HP, or waste a turn dealing no damage (and incurring potentially big HP damage to yourself). I feel like it might be a bit of a balancing act- it could be possible to make common/semi-common traits for spread damage or piercing damage that come on dice you add to your deck, for example.

- HP boost / healing reward feels really weak at the moment. There are very few situations where I'd want to take it over a new dice or an upgrade because it's a limited heal or a smallish overall survivability boost, and so I usually always take the other option unless it's to remove dice.

- On that note, removing dice is... usually not very worth it either. It comes in handy in the niche case that you've picked up too much of one type of die that's clogging your deck, but doesn't really offer any other benefits. Maybe removing dice could give you points towards adding attributes (+heavy, -crystal, +spread, etc) to other dice? That'd give you an incentive to actually remove them.

- Overall the balance of the game is leaned pretty defensively - a heavy block die can carry you really hard if you get it early. There's not quite as much support for hyperaggressive play styles, it feels due to a combination of how large HP pools get on enemies, how much damage they deal, and the difficulty that healing poses.

Super super enjoyable overall, I look forward to seeing more of this!

Can't agree more. I take anything else over remove and almost never take healing. Max HP boost should be traded out for a 1 hp a turn regen or something.