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Thanks for the in-depth review. Glad you found it 5-Star Creative: it was our main focus to do something completely unique. 

As you say, the aim was to make the player be able to compensate for RNG and make active decisions as they flesh out the skill tree/action tree. I'm glad that was noticeable.

It's unfortunate you ran into so many bugs. We did know about the "enemy reusing dice" issue right before publishing, but it seemed to be random and related to some race condition between the AI decision tree and the time taken for the dice to properly clear the dice buffer. Did you try a different difficulty because it seemed to happen more often on Hard than Normal.

I have never encountered not getting new dice though when you have a slot open - I will look into that. 

I think if we work on this further we will remove the physics dice and use a simpler "Mario Party" style visual for both speed, clarity, and de-clutter. It could also remove that potential race condition. I will also rebuild the Turn Based Framework - it was quite complex and I'd say rushing that in 48 hours is the root cause of the bugs.

If we end up doing an update, I will let you know.