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(+1)

Yup, what others had said, very addictive. I had a blast playing it, super fun, super engaging. The upgrade process was great, though in the end I believe that all that matters was getting X-X dice with crits for constant double value.

I like that you included "fast" mode, and for a bit of criticism from my side: the animation of the little dude getting all the way back after a lost fight gets tedious after a while and I'm personally not a fan of this "entanglement" mechanic.

(+1)

Tuning the "Go Back" was hard. Originally I had it tick over a square 10 times per second, but that seemed too fast for the first few zones. I think a good mechanism, in hindsight after resting after the jam, would probably be to make it faster as you go further through the board. I.e. first 1-5 you go back per tile 2 times per second, but once you reach the boss room it goes at 15 times per second? Worth exploring.

You also nailed one of the optimal builds. Another tweak that should be made is raising the "Min" cost of the dice and also raise the price of a crit. Probably 30G for min raising and then 70G for crit raising? A minor nerf would go a long way to encouraging dice variability.

But I think ultimately I'd want there to be more variety so there isn't just *one* optimal build. I like games that the player can "break", so introducing more build ideas would be my preference :)


Thank you for the kind words!

(+1)

Yep, having low cost for raising maximum is fun, so I would not touch that, but you're right with increasing cost for low-end to avoid situations with high equal min-max (+crit). It all comes down to testing that nerf.  I hope you'll figure something out and I get to play the enhanced version in the future. Cheers!