This is an okay game. I don't see the point of picking less than 3 dice, or having 5 dice to pick from (they're all random, anyways, so increase the amount of chances you have?). Additionally, I don't see any reason to pick any of the debuffs (why would you willingly poison yourself?) so it just devolved into always picking the attack options. The gameplay felt a bit repetitive as a result as there wasn't any feedback from enemies or the stage. I do appreciate the theming and the art direction, however. The chess piece thing was a nice touch. The fundamentals of a game are definitely there and it would be interesting to see what could be improved upon.
Viewing post in Rogue Dice jam comments
Thank you for your comment.
The dice picking part was supposed to be part of the decision making in the game. The player will be given an amount of dice roll for one turn and supposed to choose between quantity (number of action) or quality (level of the action).
Debuffs works on enemy, so it is a plus for the player, but as commented the UI part and feedback is quite far from finished hence the intention of the action selected is not correctly communicated. The description given when selecting the crest was supposed to help explain the effect, but currently it really didn't help much.
Thank you for the compliment on the theming and art direction. The chess piece was the choice of my team member. Have to thank him for his sense.
We are planning on continuing the development for this game, so if some time in the future you happen to remember this game please feel free to give it another try.