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(+1)

作为一个回合制游戏,在48小时内做出了很不错的策略维度,这点非常难得。

在第一关,我发现敌人因为是2回合移动一次,那就能无伤放他们风筝了,第二关没有敌人,只有墙,没懂是什么意思,然后第三关就发现原来墙是用来逼走位的.. 然后我死亡之后,居然要从很长的第一关开始...

如果需要更深的策略维度和成长性,我觉得同时操控多个骰子或者玩家需要在场景中收集骰子是个不错的选择。


As a turn-based game, there  are game depth for strategies,  which is very unique and rare.

At the first level, I found that the enemy move once every 2 rounds, then I can kite them safely,  at level 2 there are no enemies, I dont understand that. And at level 3 I found that the walls are used to make me unable to escape and I died. After the death , I have to restart from level 1, which is frustrating.

If the game needs more depth and growthment, I think control more dices , or player need to collect dices in scene are good choices. 

谢谢回复!有意思的拓展思路!其实我本来的想法是对玩家使用的武器上进行拓展,单纯点数大攻击力高对骰子的点数组合没有什么要求。

可惜时间不够,全砍了,在最后1h里补上了奇数偶数敌人作为替换。死亡重开确实是我疏忽了嘎嘎。