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This is fantastic - the skill tree is wide and varied, with a whole lot of very exciting powers, and makes really excellent use of the dice - you've mentioned elsewhere in the comments that your focus was on input rather than output randomness and this really comes through, with the skill tree containing many ways to use dice of all scores.

 I loved the aspects that encouraged considering whether it was worth retaining die for subsequent turns: in one playthrough I ended up holding a pair of twos for multiple rounds in the hope I'd roll a third and unlock the opportunity for criticals, and in another I had to debate whether to it was worth spending my valuable pocket 6s or to retain them to keep a chance at criticals each turn. Decisions felt well balanced, and gave me plenty of room to adapt on the fly based on my rolls.

Unfortunately I wasn't able to finish the game as it'd crash after a few rounds on each playthrough - if it's any help, the output of the console is below:

Uncaught RuntimeError: null function or function signature mismatch
    at Build.wasm:0xbc98d2
    at Build.wasm:0x237cef
    at Build.wasm:0xbc9c1e
    at Build.wasm:0x8921d
    at Build.wasm:0x360181
    at Build.wasm:0x273c02
    at Build.wasm:0x7eec2a
    at Build.wasm:0x3da6a
    at Build.wasm:0x7d393e
    at Build.wasm:0x578d7
    at Build.wasm:0x6a5f3
    at Build.wasm:0x815364
    at invoke_viiii (Build.framework.js:3:351980)
    at Build.wasm:0x7518a8
    at Build.wasm:0x5ee2e
    at Build.wasm:0x26c10e
    at Build.wasm:0x1bffc2
    at Build.wasm:0x3ebb20
    at Build.wasm:0x3ec62b
    at Build.wasm:0x7d191b
    at Build.wasm:0x7d4094
    at Build.wasm:0xb58527
    at Build.wasm:0x235644
    at Build.wasm:0x8153c0
    at invoke_iiii (Build.framework.js:3:351811)
    at Build.wasm:0x66209
    at Build.wasm:0x672f76
    at Build.wasm:0x4234c
    at Build.wasm:0x3391b6
    at Build.wasm:0xaece81
    at Build.wasm:0x4a3c59
    at Build.wasm:0x894904
    at Build.wasm:0x6072d0
    at Build.wasm:0x607341
    at Build.wasm:0x42a28c
    at Build.wasm:0x815342
    at browserIterationFunc (Build.framework.js:3:203492)
    at callUserCallback (Build.framework.js:3:156817)
    at Object.runIter (Build.framework.js:3:158077)
    at Browser_mainLoop_runner (Build.framework.js:3:156352)

(+1)

I found the issue for that Bug. Do not select the Critical Attack Node - when it is triggered it cause a NullReferenceError. It is an easy fix in code, but alas I cannot until after the Jam.

(1 edit)

Ah - no worries! Will give it another shot :)

Edit: managed to beat it on all difficulties - great fun :) was definitely very much obsessed with the idea of criticals on my original run, which I'm guessing is why I kept encountering the bug! I focussed on regen abilities this time around, and found they're a great strategy :)

(+1)

I'm glad that bug fix worked out for you. Thanks for giving it another go. It's quite unbalance at the moment haha - balancing RPGs isn't a 48hr task :P  as long as you pump DEF early it's hard to lose and Regen is way powerful with high DEF. Glad you enjoyed it.

I like the core mechanic and think there is so much room to design further cool mechanics/tradeoffs. I think I will spend another month on this one at least after the Jam and see how it pans out