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(+1)

An incredibly interesting core idea! Has the potential of a great full game. Lovely art, wish there was some music & sound effects.

I think dragging the dice to slots is a bit unintuitive and needlessly complicated. When I just started the game, I tried clicking everything I see (because clicking is a natural thing to do :D), and nothing happened; I event thought the game was broken, but decided to read the description :)

Maybe the interface could be simplified to e.g. first clicking on a dice you want to use, and then clicking on the map to move or clicking on a skill to use it. For skills that require several dice, you could make e.g. the selected dice move with the mouse (kind of like with dragging, but without holding the mouse button down) and then another click fills a skill slot, while movement can still be performed without the special “movement slot”.

It would be nice to have a way to end your turn. Effectively you can do this by selecting a dice for movement and then moving to the place where you currently are, but that feels like a hack :)

The enemies didn’t seem to do much - green ones did some lighting damage, while others just moved randomly. I’ve also found quite a number of bugs:

  1. Sometimes you start with 1 rolled dice, sometimes with three (or more, if you picked the “get additional roll” perk), couldn’t figure why that happens
  2. Sometimes the enemies get an additional turn, i.e. you make your move, then all the enemies make their moves, and then again the enemies make their next moves
  3. The “2,3,4 dice” perk doesn’t seem to work - if you select it, the “next level” button doesn’t work (clicking on it doesn’t do anything); re-selecting a different perk allows you to progress to the next level
  4. For some reason the game freezed after one of the red cubes started moving (I attached a screenshot of how it looked like)

Overall, I’d say the game has huge potential after bugfixing, balancing, and polishing. Anyways, enjoyed it, good job!

(+1)

Thanks for the long review mate!

I agree on multiple points that you made and would like to get to resolving some of them.

  • Definitely want to add some more ways to move die around. Clicks and number keys are on the menu. Good point on the movement, that would help declutter the UI a bit.
  • Ran out of time to properly distinguish the red/yellow slimes. Feel like they should have access to the same moveset, but have red be more directed at the player. Though how that works in practice I would probably need to experiment with.
  • Definitely agree on the end turn, and yes... that is exactly the hack I went for to save space and time haha.
  • The remove 1 perk was bugged and removed the wrong die. Meaning 1 bad die would be in the pool and if you got that die, then you couldn't continue. (This patched missed the deadline by 8 minutes. Which also included a fix to the ending and added a final boss. ;_;)

Will look into the other two bugs as well to make sure the uploaded version is at least bug free.