Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+3)

Cool art. The different dice ability is interesting. However, there are a few issues:

  1. Damage adjustment. Red dice, the first ability, should do a bit more damage. Instead of a 6-hit kill, I suggest buffing it to a 2-hit kill or at least a 3-hit kill. Currently, enemies take too much damage to die, which negatively affects the pacing for a beginner level. Should you decide to buff the red dice, you should also increase the yellow dice damage to showcase its power. 
  2. RNG, green dice & yellow dice. I like the idea of teleporting dice and an explosion dice that turns you into a rocket man. However, movement options should be persistent, especially when I need to get over a large gap.
  3. Tutorial. For example, (for blue dice) shorten the spike distance. I can drop one ice, jump on it, and get to the next platform. Also, the duration of the ice can be longer. Ideally, there needs to be a visual cue that tells players when the ice will melt and disappear so players can react. But it's a 48-hr marathon, who has that kind of time, right. So the easiest way is to prolong the duration of the ice cube.
(+1)

thanks for the feedback!!

The red dice damage boost is a great idea and it definitely would help balance out the dice in terms of balance.  For green and yellow, I think they were planned to work best for horizontal/vertical movement respectively, but level design doesn't work around that (yet!).  I do see what you mean about having a persistent movement option for gaps though.  Thanks for the input on blue dice!  I think a visual cue for melting was somewhere on the to-do list, but was dropped for time haha