I've seen a similiar concept to yours a few times this jam, but none have executed it this well I feel like. The added limitation through the tree nodes makes this idea a lot more complex and engaging, which is something the other games lack. Really smart decision. Good job!
Viewing post in sKILL or DIE jam comments
Thanks for the positive feedback Rolim. My game isn't very polished due to time constraints, but I am glad you liked core mechanics.
It was exactly what I was going for: by having input (rather than output) randomness and then by having the game state constantly changing I hoped to force the Player to make interesting decisions and trade-offs rather than relying on RNG or some optimal strategy. For example:
- Do I select an ATK node now even though my highest roll is 3 and that stops me using a 6 on that node later?
- Do I upgrade ATK or DEF knowing my enemy is building up there DEF?
- Do I upgrade this Node now, for a less impactful boost, but it opens up a better Node for next round?
- Do I save my Three of a Kind and forgo a boost now in the hope to execute a FullHouse or Four/Five of a Kind Action later?
The skill tree isn't as impactful or balanced as I was planning - but that's the 48 hour limit for you. There was even a Shield resource that I implemented that provided temporary Defense but then able to be traded for a big attack (e.g. Shield Slam), but it is almost impossible to use with the current skill tree.
Thanks again for your feedback and good luck with the Jam - I liked your game a lot as well.