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(-1)

Pretty cool, not sure what the two first medal I'm missing are though =p beaten the game 3 times so far (well twice if you don't count the auto lose vs the last boss the first time), it's not very hard but it was a lot of fun.

I feel like the heavy dice are pretty broken considering they're basically one free dice every turn and on top of that they work very well with boost dice which are themselves very good.(though thankfully they don't scale with each other, so you tend to want a small number of dice and one good dice boost that basically becomes a wildcard that substitute for any type of dice you need). I'm pretty sure they also kinda break the last boss reducing the number of dice they use (probably because the spot they try to use is occupied).

There also isn't a whole lot of scaling in the game so it becomes very easy once you've cut enough bad dice in the early game and start upgrading. Almost died to my first encounter with the bee cause I didn't get how it worked initially but other than that I never really felt in danger.

I really like that the maximum shield scales with max health, it makes health upgrades actually very useful, that avoids the issue of health becoming irrelevant once you accumulate enough block generation. Though block itself becomes kinda redundant considering you can get healing dice that aren't glass (even heavy ones) so at this point taking damage isn't even an issue.

All that being said I just really like the board things and I think it's very well used considering the small scope of the game, lots of varied ways ennemies try to screw with iti. Though I would like if there was a bit more feedback on what ennemies actually can do and are going to do. It's not very hard once you remember the attacks and general power of each ennemy but it can be a bit frustrating to not know how dangerous an ennemy is and it probably pushed me to play a lot more defensive than I needed to, maximizing my block "just in case". I'm pretty sure adding ennemy intent like in slay the spire would allow to increase the difficulty without feeling unfair and just make the game generally better.