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Some nice ideas in this non-combat design of this game - in particular I like the way the Dice World works to earn you more dice and the option to Heal up and come back stronger each run. It adds a nice layer of meta strategy, a bit like a Rogue-lite.

I like turn based combat systems, so it was unfortunate that the core combat was a bit of a miss for me. In the end, it was too RNG based and your decisions really didn't matter that much. It would have been nice if you had the time to incorporated some more strategic options in the combat rounds.

My own Jam entry was my take on a dice-based combat system. Give it a look if your interested.

Thanks for playing :)