Karapath: the tutorial Text should scroll upwards, downwards sets off my tendency to skip things, because I associate things scrolling down with going backwards (phone culture and English writing style)
Ok, probably not fair, but a speed up button would be nice, or maybe some bing bang wahoo sounds and graphical effects (juice) on the spinning, because this seems almost like I don’t need to be here, I am even typing this during a combat, perhaps it changes further in.
HP seems to go beyond max, if you want it to stop definitively, just add a check every frame on the entities you want to control (their max health) and say something like ‘if health > maxhealth { health = max health }’ not that I’m complaining, I like this as a mechanic if it is intentional, and the idea of being overcharged with power/mana/health etc.
Minesweeper as a saving roll is interesting and kinda cool, but I won and then ‘accepted death’ which restarted me, couldn’t see how to submit my victory.
In my opinion, there is way too much variance in the outcome of the same battles, the first time through, I beat the lvl 1 ogre in one turn, yet on the second play, I am now on the 4th turn, it’s quoting ’58%’ to me, (58% chance to kill I assume). Gambling as a mechanic for combat is inherently frustrating, again this is just my opinion, but I tend to analyze games numerically, and given the numbers presented here (no max health, moving to new tiles heals you, moving through ogres hurts you, and the seemingly random placement of the ogres but the pseudo requirement to fight them in order of level) reduces to attempting the same thing multiple times, simply because of RNG.
In terms of increasing playtime, it’s a reasonable move. And honestly, the idea of gambling as a combat mechanic doesn’t bother me, but I would really appreciate some way to modulate the outcome, and as I said before, some juice on the rolls and high rolls especially.
To specify what I mean by modulate the outcome, as this is the crux of my feedback: (I’m sure you thought of a lot of this already) Add something I can do to influence how frequently I can roll a high attack. Something like, enchanted items, temporary spell buffs, a one time per combat tilt button, some other thing to increase the dynamic behavior of combat. As I have said, the combat seems to play out without my influence.
Damage also happens simultaneously, which is a ‘fair’ choice, in the sense that it doesn’t favor either the player or the enemy, but I implore you to consider, which is more fun? A forgiving experience that grants first strike to the player (logically, someone has to die first unless every simultaneous death is a pyrrhic victory) and therefore lets them win on those close matches, or a system that pushes the player into a death check on a tie? It is up to you, but I’m sure it’s obvious which one I think is better.
Oh I got the accept recovery to work on this round.
I still haven’t won, I’ll let you know if I end up beating it. I got through 1-6 but died to O7 so since it’s kinda gamble-y I’m gonna move to the next game. Good luck!