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(+2)

Great aesthetic and music choice! I really liked the rolling mechanic, dodging around enemies as I tried to line up the right face to attack with was super satisfying, and I really liked the dice display in the top right. I also liked the tension of choosing whether to dodge enemies or try and hold on to the number I wanted to use.

I think enemies better telegraphing their attacks would be a big improvement. I also feel like having enemies spawn in discrete waves would give a better sense of progression. Oh and emphasising the result of the combo, maybe just with a little particle effect to draw your attention to the health bar, would've been a nice touch.
Was the reward for finishing the combo planned from the start or did you decide on it later in development?

A great and creative entry overall with a solid core mechanic. Good work!

(+2)

Thanks for the feedback! Yeah, if we had more time, we'd definitely round up these rough edges, such as more feedback when the combo is performed and better telegraph for the enemies. As a countermeasure we made it so the player pretty much becomes invincible when charging, which reduces a lot of the frustration of not being able to telegraph the ranged attacks.

To answer your question, during planning we had some ideas for the combo reward, but self-heal ended up being by far the best option in terms of flow. I personally am a sucker for bounceback mechanics, and so loved the idea of coming from the edge of death to fully healed with a well performed combo.