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Huh, this is weird. Feels like it should should be pretty much up my alley, but something here isn't quite clicking for me yet. I'm not sure exactly what it is, but I think it might be that I find the game to be lacking a bit of character. The sprites are fine (apart from being a bit hard to instantly identify, which would be nice), but not outstanding and the playing field just being an abstract blue grid doesn't really make me feel as if I was in the midst of an epic battle. Maybe going for something a little less abstract would help me to feel more engaged in the game.

Now, let's get to the nitpicky stuff:

The first thing that comes to mind is that it is very overwhelming on startup. Pretty much the first thing you're supposed to do is pick 8 characters and I don't even have any idea why or how the game works. I do like that there's such a variety of classes, but maybe don't start with all of them available from the get-go. Unlocking classes might also be an interesting meta-progression thing.

After I clicked auto and play for a little, I actually managed to understand the game pretty quickly. But yeah, adding a short tutorial mission the first time you play might be a good idea. Also, apparently you want to add a campaign mode? I fully support that!

Generally, I think that the game feels a bit too random and there are not enough ways to counteract. A lot of times, I found that my dice just weren't good to do anything useful. A few ideas how different dice could be made more useful:

I feel like movement is a bit limited and I think I would enjoy this game more if I could move up to n squares instead of exactly n. At the very least, you should allow me to reach squares of the same parity, as I should be able to just move back and forth.

I wonder if it might be more fun if there were a few characters that crit on something else than a 6. Like, the Rogue feels like a perfect fit for a 1 critical. Maybe I've just played too much Dicey Dungeons, though.

I would like if I could direct my attacks, though I do appreciate that the Rogue can backstab. That way, there's more chances for classes with small AoEs to hit something.

Finally, if none of these appeal to you, maybe add an extra die and you have to discard one die every turn. That way, there's a little less variance, though I also do appreciate that it increases the complexity of the system

It's a bit annoying how little you can do on your first turn but try to collect the coins. Maybe a sort of summoning sickness would help? That way, on your first real turn, there would already be enemy targets available for you.

I would really like to have an end turn button. Having to spend your unusable dice feels a little frustrating.

I read the description first and red vs orange was pretty confusing for me at first, and I figured a critical hit would always deal two damage. I like the way you do it in-game and you should probably use that for the description, too.

Balance seems fine in general, but a few things should maybe be adjusted. For example, the Swordsman (almost) seems strictly better than the Axeman, apart from a 4 roll. It seems like generally, 2 damage is a lot stronger than AoE, since I found enemies tended to be too spread out for it to be really worth it. Also, the way coins are generated now, it kind of incentivizes low-cost unit spam in order to maximize your chances of collecting them. In general, I think a different way to earn money might be nice, but I'm not sure how exactly. Maybe just a passive income?

Final nitpick: Pretty sure "dice" is already the plural, so "dices" is wrong.

The shrinking battlefield is a really nice touch, I like it!

Once again, sorry if this sounds overly negative. I do like the concept and the systems at play here, and I do think this could turn into a fun strategy game with a bit more work.

Thanks for the feedbacks ! No problem on it being a bit negative, I'm ok with a harsh critic with interesting points ;)

Regarding the visual style, I went for soemthing very minimalistic, working solo on it I figured it ould save me some time and allow me to go further in terms of gameplay. I fully understand if it's not apealing for some and I'm actually thinking in changing into more detailed & personalized sprites later on but for now I guess it will have to do. ^^

Good catch on unlocking the classes. I'm actually planning to lock the different classes by default and unlock them as the player complete the solo campaign. But that will come later as I'm focusing on the gameplay first though I'll probalby at least add a short tutorial soon. Right now the game is more of a sandbox of what i'm planning to make available in the game.

Regarding the dice use.

I feel the movement restriction is a nice way to add challenge on positioning the units to avoid being able to reach ennemies or coins too easily (which would lower the interest of using dice as a game mechanic at all). This also add some challenge on the late game as the field get smaller and smaller and the player have to think twice about moving which unit where since he'll have to use every dice and might hurt units of his team since there is friendly fire. Same goes for the attack direction that always goes the same ways making the positioning of units a bit more crucial. But indeed some unit are there to mitigate that point (rogue can backstab, flailman and witch hit around them, some units also hit on their sides).

The crit on 1 might be too much of a handicap since it would impact the available moves making the positioning more difficults.

Discarding dice is a neat idea though, I might take it up. thanks :)

Summoning sickness is also a neat idea. Maybe the first turn of each player should be limited to only buying & placing units.

For the end turn button, as said above it make more sense not to have it in the late game as you might actually hurt your own army if you don't position carefully or make an unit too vulnerable. but I understand the frustration and I'll try to find a way to make it less annoying in the early game.

Agreed for the color coding of the movements displays. I had several feedback on that and it definetly need some clarification.

For the unit balance. low cost unit with high moves are indeed more advantageous in early game. High cost unit & AOE become more adventageous in the late game as the battlefiled is smaller and ennemies are forcibly less spread out. But I it need some more balancing :)

Thanks for the grammar check ! I'll fix that :) (odd nobody pointed it out yet :s )

Thanks again for all the feedbacks ! It gave me a few good pointers for improvements. Cheers :)