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Sure! I know that the balancing is a bit off, but with only 48 hours it was pretty hard to get right. While there is always some luck involved, some winning strategies so far were gaining hearts with the Wizard (D6) and then hoping to get a Firecube card and have more effective shields, or gaining hearts with the Barbarian (D12) and then getting the rage card, which stacks, meaning each time you play it, you gain +1 to every attack you do.


The fact that you can never be active friends with everybody was an intended game mechanic though! That way, players need to balance the positives and negatives though. Not sure if it helps, but the mechanic works in the way that after three rounds, random dice will get jealous but dice that have already been given a gift get jealous with a higher priority.

Good Luck and thanks for enjoying the game!

(+2)

Thanks! I really am enjoying it, and have figured out that sometimes it's better to let certain dice grow distant (after all, SOMEONE has to do the attacks against a dodging enemy). I'd love to see this explored in a full game concept, potentially.

Honestly, I feel like the one thing I'd *really* add for balance is for healing to be possible from other classes. Sometimes you can get unlucky and not get any healing abilities after any of the battles, and if you end up with the navigator (D20) completely distant, it's incredibly tough to avoid slowly getting your health chipped away through constant nat 1 battles. But overall, this is a charming game, that I hope to potentially see more of!

Thanks! We'll take that feedback into consideration for sure!