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(+1)

Appreciate that you took the time to write this comment. Yeah if there's one thing I learned from this jam it's the importance of a tutorial.

The adventurers are trying to get into your dungeon to the gold idol at the center of the screen. You goal is to stop them for as long as you can. On the "Dungeon Turn", every adventurer and goblin will roll their own 4 sided die, and move that many squares. If any adventurer or goblin ends the Dungeon Turn on the same tile, then both are killed. Goblins will respawn.

On the "Player Turn", you can edit each adventurer or goblin's personal die. You can erase faces from their die for the cost of one "eraser". Then when they roll for movement they can no longer roll that number. You can also restore faces freely to get back the eraser.

So the goal is to manipulate everybody's rolls so that they end up on the same tile. There is a logic to how they move, though unfortunately it's not displayed in game. Everybody will always continue in the same direction they were moving, they'll never turn around. When they hit an intersection, adventurers will move towards the center, whereas goblins will make a random choice.

(+1)

Thanks for the explanation! I have a much better handle on the game now. It's definitely a good idea, and the game really is a lot of fun after you know how to play it. It would be good to make the movement rules more explicit in-game, as you say. Some indicators of which way the characters are facing might be helpful, or maybe highlights on tiles that they may move to. Pretty good as it is though, thanks for the entry!