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1. It would be easy to put in intro blurbs explaining that if you hit two damage rolls adjacently you unlock the other slots that are in that column/row and moving to unexplored areas increases your health even beyond max health but you won't retain that health once you lose it beyond max health which increases when you level up.

2. There's a bug where if you click too fast on next spin, the slots won't show up.

3. Do you have plans of making damage rolls actually multiplicative or should they by +(number) instead of x(number)?

Very fun and addictive. Like minesweeper and gambling is fun and addictive. Just needs some RPG mechanics sprinkled in like different ways of traversing the map, equipment/skills that alter your slot machine and how you do minesweeper. Things I bet you're planning on implementing. Is minesweeper copy written at all?

- It seems like the prompts get skipped when there's a lot of text, I might relegate a lot of them to on death "tips". 
- I either can't reproduce the next spin bug or am misunderstanding where it's meant to be -- the combat spins are all purely automated, you can only click things after it's over.
- Yeah, the "x" notation seems to catch people off guard, I wanted it to connect to the "x" in hits, might be better off switching to "+", but now I'm used to it and it's not that easy, hah
- mechanics are typically safe to lift from games, even Tetris owners, notorious for litigation,  have to resort to technicalities like board size and shape types
- I'm hoping to make this more dungeon crawly with items that modify the rng (placeholder slots under your hp bar) and more tuned levels that don't devolve to fighting all enemies in order

Thanks for playing the half baked potato that this is.

Here's the bug I'm talking about. Happens for me when I hammer the left mouse button on the (gorgeous) enemy portrait to get to the next spin as fast as possible.

https://files.catbox.moe/kqgxcr.webm

I see, that makes sense, thanks a lot for reporting it.