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Hi!

Do you think that the tutorial could be improved to make this clearer or was it enjoyable to discover a strategy?

Regarding the difficulty rating, our initial goal was to mimic some aspects of a tabletop experience (D&D for example), where the situation is explained to you (like "roll to see if you can jump over the river" or "You try to nail a legendary arrow shot through the demon's helmet") but you don't know the actual difficulty beforehand...It indeed doesn't help that we didn't have time to include the narrative bit as we wanted initially ^^

Thanks for playing, happy you had fun !

Maybe if the player had to fall for a little bit of stage after the tutorial section, and then be prevented from completing it until they passed a threshold, that would have communicated more quickly what the intent was. As it was, I didn't realize it until midway through the second level; I basically blind-lucked my way through the first stage. :P

Agreed, having some narrative elements might have helped explain it. I'm still thinking, from a game perspective, knowing the target number (or some threshold) would be useful. Otherwise, I'm just trying to hit 18-20 as much as  I can. (Though that might be your intent, which I would respect.)