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(+1)

The graphics are great. The art is beautiful and the animations smooth and nice! The music is also very good! Great work! The system for playing, including the UI and turn control, works well so good work with that too! Some feedback for further developement (though I realise you could not have time to do everything with such a tight deadline):

  1. Sound effects on attacks and UI would help a lot to make me understand what is happening. I think I ended my turn several times in a row in the beginning because I just didn't think the button did anything. The attacksw would feel much more satisfying as well!
  2. The font size of the UI was way too small on my screen.
  3. I didn't see any info on what new effects the new runes I could select had. I just picked one at random, which removed a lot of my agency. The ones I picked didn't feel useful at all (double damage but half the amount on myself plus damage raised to the power of status effects on the enemy (since I couldn't inflict any status effects)).  This meant I just played the whole game using basic attack and defend.
  4. Also I could do nothing about the enemies status effect attacks (peprhaps other runes could protect, but I didn't get them?).
  5. I never understood what it meant when I could choose between squares with no 1-3 on them. How did that affect anything?

Basically - make everything clearer to the user and allow more options and informed decisions for increased sense of agency! The art, music and game cycle is already there!

(+1)

Hey thanks for playing and thanks for taking the time on an amazing review! We will be continuing work on this project so this is great stuff! Seeing you took a significant amount of effort on this review, I think its fair to do the same with my response!

  1. I totally agree with your point on this. Sound effects will help both with feedback and user satisfaction. We will certainty be adding it.
  2. I've seen this complaint a couple of times. I statically set the resolution for Itch.io (which in hindsight was a bad call). So I think a solution of increasing the font size and making it more scalable will fix this.

    1. This was one of those unfortunate time constraint things. This was at the top of our list to develop next, but simply ran out of time. It feels bad because it makes the reward system feel very meaningless in it's current state.
    2. There was a couple status effects you could apply to the enemy. Though, your callout is still valid because you have no way of knowing which rune you were picking for a reward. This certainty needs to be fixed!
  3. Hmm this is a going point. I don't think we did implement any of these so thanks for the suggestion! We will look into this one.
  4. This is unfortunately due to the bad UI for the rewards system. These are actually different dice with different faces. Of course, you would have no way of knowing this in the current state of things. The die faces also show up in a tooltip if you over the dice in the tube next to the energy indicator... again, it should be more visible. This needs to change (both in displaying dice in combat and rewards). Though, I think presenting this may be challenging, since it's a 3D object. I could just simply show each face side by side, but that feels like maybe not the best option. Any thoughts here?

Thanks again for the great feedback!

Thanks for the response! Ok, I didn't realize my dice were different (but I were suprised to see I sometimes got numbers higher than 6 - this explains it). Well, perhaps when you hover the dice you just get a "one row x cols" table folding out showing all the sides (unless you plan to have 20 sided dice, in which case you may have to make it a 5x4 grid, for example)?


Another thought. I ended up just rolling all my dice first, then activating one rune at the time with full knowledge of what my different numbers were. Now that I understand there will ve drastically different dice types, one thought is: Would it be more nervous and exiting if you had to use each dice before rolling the next? And should each rune only be usable once per turn? Perhaps this will call for more risk taking but also be more rewarding and more nerve wrecking?