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(2 edits)
  1. Further suggestion (as those from Kurutte are valid too): the resolution of the rolls are displayed a bit fast; I would have let the player click to skip when he wants to.
  2. Also, maybe it is a question of getting used to it, but I wonder whether it is rather difficult to think strategically about the pincer rule. I may be totally wrong on that count and not have fiddled enough with it, you want a second opinion. ;) Thinking about it, it may be workable, I managed to fare reasonably in some combat. :) Discard my remark altogether, I just let it as a ‘first thought’.
  3. Did I misunderstand the pincer rule? I had both a 3 and a 2, and the enemy (the first one) had a 1, so I thought this would result in a 1-2-3 pincer, but it did not! Does that mean that the pincer cannot use the lowest (and highest) dice? Edit: ah, maybe a pincer has to involve the lonely die as the middle one?
  4. I see the Escape key opens a nifty menu; is this menu predefined? (From PyGame I guess, seeing the extension .py for one of your files?)
  5. The visuals for the enemy cubes/dice are funny, it sounds like Pokémon gone cubist. XD

I tend to rather strongly oppose the classic JRPG turn-based combat system as mindless, but I feel yours precisely injects some sense/reflection into it — which is highly ironic, since you added… randomness. XD

I can relate to your comment on how we may resolve to cut promising aspects of a game because of the Great Evil Deadline. Well, you can always remember that the game still lives on after and that you can enhance it. :) No worries, it is perfectly understandable when the presented game has shortcomings.

(+1)

Thanks for your feedback! It made me very warm inside. The term "Great Evil Deadline", made me giggle when I first read it. 

(1) just valid criticism, I should have given this more priority.

(2,3) As for the pincer rule, you got it in the edit. I intended for it to be a bit of risk and reward, you have to make sure you roll a dice that's lower than the opponent to deal massive damage, but expose yourself to possibly having the lowest dice. However after reflecting on it for a bit after the deadline there are some aspects I don't like, for example you can't defend from a pincer attack.  I think that if I were to make this prototype into a full game, the rules should change up and introduce new (more complex) scenarios. So if this game spends more time in the oven, I hope that the 'first thought' on the pincer rule will also improve.

(4) The menu that the escape key opens is a preset from Renpy, the engine I used. Renpy is made for visual novels (and as a side feature supports making minigames). It has a bunch of built in features that most visual novels might want or need, such as that menu, which makes it excellent at getting a quick prototype out.

(5) I also love my little dice drawings. Even though I was a bit insecure about the simplicity (and terrible whitebalance). Thanks for noticing them :).

At the start of the jam I realized that my combat would be JRPG like, so I spent a hot minute reflecting on the strong and weak parts of that system. My main conclusion was that I should avoid a "who has the bigger number"-competition. So I tried (for example with the pincer rule) to prevent that. I love that that shined through.

(Reading answers to several comments of mine with some delay after all the testing and some other things!)

Thanks for the answer! :) And glad to warm you up and make you giggle (especially if you’re a buxom blue-eyed blonde, but they’re probably scarce in this nerdy place XD).

I love that that shined through.

It’s amusing how we both managed to see the ‘main point’ / takeaway in each other’ game. :) Great!
I will update mine when I get the time (I need to rest a bit from all those game jams in a row!! And I still have some reviewing to do, and several games to enhance, and other things… :o), and you seem to be contemplating the same, so I hope your Pokémon cubes come to life. :)
— Cubical, square root attack!!
— Square, square!