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(2 edits) (+1)

Nice concept! Some suggestions:

- Currently, shields and heal are almost the same, I would consider that the player's shields are only worth for the current attack (that is, what is left over is lost). That would differentiate more both actions, and also would make the game more tactical. In the case of enemies I don't know if it would work the same way.

- Make it possible to consult which die is which, among the ones you have rolled, so you can choose wich one to roll again. In many occasions you can't tell just by looking at the visible faces.

- Another way to balance the multiplier faces can be to make their price rise (double?) with every purchase (and probably you dont need the x4 option).

In any case, good luck with the final game, if you make it.

I find that shields and heal play fairly different in practice.  For example, it's appealing to put a lot of heal on your dice, but it's just wasted whenever you're at max HP (which carries over between fights).  With shields you start at zero each fight, so rolling a shield at the beginning is helpful.  Finding a good balance between shields and health makes a significant difference (and that balance may differ over the course of the game).

I agree about being unable to tell which dice is which though - that would be super helpful.