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Yes, it was the mechanic of running around tediously getting the dice that respawn - which puts just extra steps in that are not necessary because: They respawn. So there isn't really a challenge to get them but a tedious stretch. Combat was kind of fun, I can see behind the idea but for that the mechanic forming the gameplay-loop needs to be refined in my opinion.

As example: Having the character take the element that's most prominet below the feet (wood is nature, as example) so standing/walking over something has an effect, gives the player control and a reason to go on certain environments.

The dice-part of charging your attack could be kept but, as another example, as basic attack dealing the damage it rolled and thus invoking the strength of your environmental spell with some form of 'overload' mechanic in which you have to release the spell thus you canno't just attack with your rolling dice.


Game design is something I really enjoy ^^ Nothing was meant as an attack and no idea is 'a must' but something I would find fun which is the way I work. It's never "What is something others might find fun" but more "What do I like?" - That way I can really work with the mechanics and feedback

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Stay crunchy.