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You have to think fast to resolve a battle in a way that will benefit you, which adds a ton of tension and at the end you get a satisfying conclusion and can breath a sigh of relieve.

Every action has a sound effect, animation and is well telegraphed, you did a really good job with this one.

There's no strategy in healing/enemy damage rolls, you always want your healing to be max, enemy's min and same for damage, except you can kill an enemy too quick. What I'm thinking is adding a "threat meter". Lower player HP or/and lower player damage means higher threat, higher HP or/and higher player damage means lower threat. At the end of the battle threat will be one of the factors that determine happiness of the player, this will compliment your idea quite well and fix the issue.

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There's indeed no point in not putting the healing to max and enemy damage to min but you still have to remember to do it and with the timer there's sometimes misplays on those. Plus, in the 2nd campaign some enemies have abilities that do more damage if they have low dices like : "18-TOTAL DAM" so you have to read carefully and not put every enemy dice to low score.
The first campaign only have simple effects because I didn't want people to be confused but unfortunately the 2nd campaign is a bit buggy so you can't enjoy the game at its best.
Thank you for your idea it's a nice design but I think that it would have been too many mechanics for a jam game.

Yeah, that's fair. I died 3-4 times on the first campaign, albeit manly because i didn't play the tutorial first.

I didn't play the second campaign, so i didn't know about that, sorry.

I don't blame you I skip tutorial all the time xD