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(+2)

Lovely looking  and good sounding, nice!

It's simple but effective, having the attack on the higher numbers is harder to defeat the opponent, but you can heal more, and vice versa, it balances fairly nicely.

I found myself almost never using the block, it doesn't protect much more than healing instead since it only lasts one turn. I used it mostly to skip my turn waiting for a low HP opponent to stop blocking or to get high enough values to defeat them anyway.

Was fun how sometimes I could spend 20+ turns blocking/healing and the opponent only blocking, going for either a pacifist fight, or a movie fight (you know, those where the characters stop fighting to talk for a few minutes)

The actions rebinding with each combat always took me a bit of time to get used to, maybe something that could help would be to have the effect appear next to the hovered dice, something like that ?


(Could not take a screenshot with the in game cursor so I added a random cursor on top, but you get the point) The only other point I wanted to mention was that seeing the effect an action had isn't always easy, as the dices often fly over the bars and hide what happened, or simply because of it being instant and you were looking somewhere else. It's nothing major but sometimes makes it a bit harder to read.

The only thing missing is some sort of progression, or maybe some events or combat modifiers or something to break the repetition.

Really cool game, had fun defeating mean looking blue gloved dudes .

I get the point!

I should've change dice effect height. I saw that intersection of bars and dices sometimes but didn't fix it, I don't know why <_<

I glad you have noticed that balance of action "price"! 

I made 30/70 percentage of defending/attacking at normal hp, and the reversed version at critical hp. Now I see that mean looking blue gloved dude is more annoying at that state. 

I decided to work more on AI after that game :D

Thanks for showing it, I'll improve that feedback to player!