Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

I love that the dice roll is an action you choose to take with a consequence to react to, rather than a forced-random implementation of a core game mechanic.  I think it's incredibly important that you didn't include 'bad' guns, and the rest of the game feels fast - I'm not incentivized to hide behind a wall rolling for my favorite weapon, and I don't feel bad when I get a pistol, but I feel awesome when I roll away from an enemy and land on a 6.

thank you! That's what I was going for. My main regret was that a lot of the weapons feel the same. The carbine, rifle, and revolver all kinda feel the same just with slight differences in damage and cooldown. If I had more time, I would've added more variety in the weapons, such as making the carbine a burst fire, or a minigun with large recoil.