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(+1)

Definitely an interesting setting, especially for dice to show up.  Though I will say they're a little weird here in the way they're implemented.  Most of the game I just ignored them because they were either a little too distracting due to placement to roll for something good, or they weren't hurting me enough to be worried about them.

I feel like maybe having the dice on the character in some way could help with the issue of being unable to see it.  Since that way it's where you're main focus is going to be.  Rather than pulling your focus away tot he bottom right.  Same thing I'd say with the health bar.  Though that's a bit more understandable since you can just glance at it whenever.  Whereas the dice you have to be watching for when it warns you to roll it for a good buff.

Although there's no punishment for missing the roll so you could just spam  right click and always get good buffs.  Which sort of removes the point of having it be a timed thing in the first place.  I feel like it might be better to just have it be "roll the dice, maybe it's good maybe it's bad". sort of thing.  Rather than if you DON'T, then it's always bad.  Or it could be that there are separate dice rolling, one for the enemies one for you, though that would end up giving both sides a buff so probably not.

 

(+1)

Yeah, you’re definitely right if we’re talking about a normal game, but in the case of game jam, you can’t afford to make your game too hard. There are a lot of unexperienced players that would get frustrated way too fast. Even if game is really good — people aren’t playing it the same way they play normal games. They’ll usually speedrun the game, test some mechanics, check ideas and evaluate artstyle. So if these debuffs were hurting player too much — it could easily break their experience. Instead, we made buffs stand out more, so people would want to get them. Probably you’re right and we overdone it and the game should be bit harder, don’t know.

About the dice, I totally agree. This was the whole point of the mechanic. Its actually a bug. Dice shouldn’t be working if you missed the timing. There is a line of code, I just placed it in a wrong function. My mistake.

But putting the dice itself in a middle of a screen, or even turning a character to dice is a good idea. Sadly, we didn’t think of that.

Anyways, big thanks for your detailed feedback on the game.