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(1 edit)

This was hard! Well done, I think the dungeon growing mechanic is a really unique take on the theme, I wish I could hear those brainstorms as a podcast episode or something :D

Gameplay wise, I sometimes had weird feedback where I couldn't move but the move still counted, dus reducing my dice count, which I found was rather hard on the player. I was stuck against a blue thing. All in all, I think it may have been a bug. My second and third time playing went much better, but it's really up to having some bad rolls in a row which screw you over.

There's lots of rooms to grow here! Adding equipment that provides modifiers to your dice, or player levels,  or having supporting actions that are only possible on low rolls, could provide an interesting twist and provide not only a playthrough but also the game itself of more longevity. Having a mechanic where killing an enemy improves your dice rolls for the next turn, for example...

I think the dice UI is nice, but could be improved further. In my opinion, the layout could be improved to make dragging more intuitive, such as placing the dice in a row under the actions, or above, or...., but having them in a different orientation in a different place could definitely be improved. Making it more obvious that the dice are actionable might be a nice touch as well, they're currently pretty flat. But that's super nitpicking xD. Having a horizontal placement also improves the extendibility of the number of dice you could place there.

Would love the play the post-jam version you guys are planning to work on!

First off, thanks for taking the time to give such a detailed comment.

I think the idea came to us as we had been watching a GDC talk about creativity in ideas by adding limitations and had been talking about how we could use dice and card draw mechanics in games. 

As for your bug, it could have been one of two things and to help us test for it. Was the blue thing just bobbing up and down and shooting things at you? I suspect either you were stuck on the creature itself or the blue fire projectile. You should be able to move away from either but wonder if you got weirdly stuck on a collider or something.

As for post-jam, we have plans for the game. We aim to add a player class system that has a card draw mechanic for special abilities for use within runs. We want people to be able to upgrade their classes and general stats to be able to feel progression. This might be through equipment or some other system. I have wanted to add pickups of some kind that allow you to re-roll or provide a one-time modifier but we are still planning these aspects. I do like the idea of having something that can only be done with low rolls to feel less bad when those double 1 appear.

Thanks for the feedback on the UI, I do plan to add some animation or identifier to the dice in the dice pool to make it obvious that they are your active dice. At this stage we don't see adding any more dice, however, will consider your suggestions on the layout.