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Very well polished, with a semi-solid idea that could be developed further.
I liked the whole package, with the world map, brief context for why we're rolling dice, etc.

When stripping away all the bells and whistles; the core challenge was in studying enemy behaviours, (do they heal? do they attack often?) and comparing own dice rolls to see if "7" mechanic would yield greater results if used/not used.

My issue with this, is that it wasn't very "fun".
There is challenge; but the challenge doesn't feel engaging.
It feels like doing basic math/comparisons.
(I realize this describes nearly all RPGs, but the genre tends to skirt around this issue by having a narrative that pulls the player along, whilst keeping battles as a power-fantasy/optimization challenge that rarely impact the narrative.)

There's definitely something here though, that can be reworked/expanded with more time.
Perhaps instead of binary "attack, defend, heal", there are gradients that you charge up? And then they only activate when hitting certain thresholds, which you decide inside/outside of battle?

I'm not sure, something just felt "off" in the game. There are a multitude of ways to develop this idea further. Hopefully if you continue to work on this game, you can address the issues above.

Good work, strong beginnings of a potential project.