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(+1)

I wonder if the 'get new dice' option could use a rethink? Being forced to take one means that if you get a bad range of choices, your run can become a lot harder, as your efficacy on any given turn is diluted.

It might be more fair if the player was given a choice to take nothing (the waste of a fight reward being punishment enough), or more interesting if the player had the option of exchanging a dice instead of adding one.

Hmm, maybe that's a nice idea. Anyways, I also believe we should rework that a bit since getting a new dice is useless at the beginning and optimal at the end