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Congrats on the level of production you were able to reach within the jam timeframe! The art is really excellent, so props to both your artists on this.

The concept of rolling to change your ability is really solid, and I like what you do here with having weak attack and strong attacks with the different types. I also think that rolling decreasing your "luck" bar was a very good design choice, because it (in theory) discourages spamming the roll feature.

In practice, I think the main thing the game needs is more balancing, which would have come with more dev time (hard to do with jam time constraints). The penalty for rolling is so low, that it was very simple to do so at the start of each room until I got a strong attack, and then just never change it.

If you keep working on this, I think it could be fun to have enemies or obstacles that are better suited to different attacks/abilities, and you might play with different ways to restrict/encourage rolling the die.

In all, for a jam version, this is really well put together. Nice work!