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Things I liked:
Really nice tutorial, helps players understand right away.
You introduce the mechanics bit by bit , doesn't overwhlem the player.
Simple and engaging concept.

Things I didn't like:
- Player doesn't have much agency. You have to take the dice as they come and you don't get to do anything to express your playstyle.
- Attack and defence are basically identical: I wonder if you can break parity somehow.
- Enemies are basically all identical, gets boring after a few waves (I played til wave 7).

Suggestions for improvement:
- After every successful wave, pick from a few "special dice" that has a special power (e.g. use it in an attack and get an extra star, or counts as +-1 when you use it in a "minus" slot). This way the player can express themselves with smart picks.
- Different enemies are strong or weak against different "colors" or "types" of dice.

I agree that the tuning needs to be tweaked to be a bit harder (maybe you have to fill up all three slots, or reduce the number of dice you give to the player): it seems quite easy right now.

Bugs:

- Running the game in full screen cuts off the right side.
- Ability cooldowns seem to be one turn more than displayed (it looks available but is actually on cooldown)

Thanks for the contructive feedback!

All your suggestions were in my plan, but alas, time. The +1, x2 bonuses were the start of items that would be picked between rounds. Just managed to squeeze in that they simply existed permanently from round 2 rather than scrap the system completely. 

Enemy types planned included hard hitting enemies that never block (take out first), boss like enemies that might cause a dice change, or remove some amount of your dice from your pool. 

Enemies (should) be getting harder every couple of turns. My dev cheating testing in the last hour before submission showed they would start hitting for 9-12 damage soon enough. But without more player choices, understand its a slog to reach an unbeatable position with not much but luck to influence when that occurs.