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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 :)