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I think this idea is really good - but honestly a bit wasted in the real time context. Imagine having to roll in turns and assigning the dice to the best fitting character. It would become a really cool puzzle game. I dont think its bad at all how it is right now but i personally like puzzles more than quick math and reaction times.

The different classes are well thought out and could probably make for even a fun board game.

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Thanks for playing, and appreciate the feedback!

I'm also someone who likes to really to solve out a system and optimize, so I can see where you're coming from with your feedback on the real time vs. having time to think comment. I have had a lot of fun spending several minutes on a single turn in Slay the Spire for example.

When deciding whether to make my game real time or entirely turn based, I thought back to how I previously enjoyed playing chess with no timer because I always wanted to deeply think out my move, but now I enjoy playing it more with a timer, because sometimes infinite decision time leads to stagnation in play because the user wants to spend excessive time on their turn to achieve an optimal result. I enjoyed the timer more because it felt more low stakes, and therefore I could play more games, and not feel horrible when I lose a game that I spent several hours trying to game tree the moves my opponent would make.

However, I think the decision of "game speed" (or no movement in a game without player action) comes down to where you want your game to fall on the spectrum between completely strategic vs action. And I think having a good strategic game is incredibly dependent on having mechanics that are complex enough that they are fun to solve. When thinking of the mechanics of my game, I knew I wouldn't be able to design complex interaction systems in the 48 hour period of the jam, so I decided to make it real time. In addition to this, I thought that the real time element would make it so that more simple classes (warrior and ranger) could be spammed as you rerolled dice in hopes of getting the big damage on your wizard. If it was completely turned based, the warrior and ranger would be pretty boring I think.

One way of solving this would be to add a "tactical mode" that would greatly slow down (or completely halt) the game speed, much like FF7 Remake. I may do that if I make a more fleshed out game, esp if mechanics become more complicated.

Sorry for the wall of text, I really enjoyed your comment and enjoy thinking about the philosophy behind design decisions for a game, so thought I would share my thoughts.

Cool - thx for the inside. Totally get where you are coming from. Still think it would make for a great turn based game though (maybe with a few tweaks).