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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.)