Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

Cool! Managed to completely freeze and lock the game on my first try by trying to go for an extra die after the level had ended. It let me move but then hitting "end turn" completely froze it. I guess it was trying to do enemy turn which then never ended as there wasn't any left anymore.

After that I pretty much breezed through it without even losing any dice (got hit just once or twice) but there were that much extra dice lying around that I could've been even more reckless.

The archers were sometimes a bit tricky to handle but most of the time their stupid AI was the downfall and you could just camp them around a corner slowly chipping them down. The melee enemies on the other had were an absolute joke and posed no threat at all unless you get very very unlucky.

The dice dragging was a bit cumbersome. You could only require that for the dice that actually had some choices and make it activate with just a click for when there was only one thing to pick. Would have streamlined the playing quite a bit. Also could have something like click + WASD pick direction to make those free movements less cumbersome too. Of course it's a very minor nitpick but it's the small things that distinguish great games from the brilliant ones.

Oh I just now read the description and didn't really figure out the thing about the dice order. Not that it really mattered either. Also good to see a fellow solo dev with an actual good and fairly complete game! Relatively bug free too. 😎

Liked the pixel art. Had to play on the non fullscreen size though as the pixels were getting a bit big when going full screen and it didn't look too clear anymore. Of course that's a personal preference though. You had that camera panning effect on the menu view, why wasn't it in the actual game? I think it would have made it look less static. Or maybe it would have been a bit much/nauseating to pan around when dragging the cards. 🤷‍♀️

Also could have done a bit more on the effect departments. The animations were good enough I guess but some flash, screen shake and particle effects splurting out would make the player really feel those incoming/outgoing hits.

Good job! 👍

Thanks for the detailed feedback, appreciate it!

The freezing bug was odd, I did make it so turns would end even if there was no enemies, odd that it froze.

I agree that the difficulty is too low for some players that are used to strategy games, but for a game jam I find it better to have it that way so everyone can complete it. (There are people that find the game challenging)

The enemy AI is very basic, something I plan on fixing in an upcoming rougelike remake of the game. (Enemies retreating and forming groups, proper pathfinding e.t.c.) so I completely agree with you there.

A lot of people are requesting hotkeys and such, so it is definitely one of the first things I will add when I continue development.
I did try having camera panning in the game, but as you are saying, it was too nauseating and distracting, even making it harder to drag your dice where you wanted them.

I would have loved to add more effects and juice, but instead I priotized things like rigging the dice in your favour to make moving far distances less frustrating. I simply didn't have the time, as the just the art took a large chunk of my time because it takes time for me to get the pixel art right.

Thanks for taking your time to write such an in depth post!

Yeah I don't think it was too easy really but the fact that I had to replay 2/3 of the game again made it more so.

Cool you were rigging the dice! 😅 How exactly were you doing it? Didn't feel like there was any foul play going on here (which is the optimal way of doing it of course) yet I guess that also explains why I didn't really completely bust out too many times either.

I use the same basic pathfinder the enemies use but in reverse, so if the player is more than 2 tiles away from the closest enemy, there is a 40% for each dice to use the pathfinder to the enemy and pick that direction.

(The pathfinder is just a direct normalized and snapped direction towards the target because I didn't have time to do a proper pathfinder.)