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This is very well done. I don't think the slippery control scheme that was chosen really suits this kind of game. Its not very fun when you take damage because you drifted into an enemy in spite of correcting your direction a quarter second before. And getting your dice stuck in a huge blob of enemies is basically a death sentence. perhaps add a way to manually recall a die to you, even if it requires a long cooldown or something. All in all, i love the idea, it is organically fun to play, and i would probably be willing to drop some money on this.

Thank you very much for your feedback! You're right about the controls, it should be more precise in order to moove around he enemies and not into them. We'll work on that in the post-jam version!
For the dice getting stuck into massive pools of enemies, we'll perhaps make the waves smaller, but we'll see! It totally deserves some thoughts.

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it's not so much that the enemies spawn too fast, just that depending on where they spawn and how quickly you can dispatch them, you get into a state where you can't do anything because all of your actions rely on the dice. i guess it is a skill based barrier, so it is not really a "problem." the feeling of helplessness and slowly watching your health bar go from full to half as you try to get to your weapon just kind of sucks.

I see, I get that. Maybe yes, a way to manually return dice could do the trick.