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Interesting concept, but not sure what to make of it yet. Right now, things feel very slow. I understand the need for manual turn ends because moves and attacks have a different economy, but perhaps it can be automated that if you are out of moves and cannot attack due to nothing being in range, it auto ends. Enemy turns should also be sped up a bit if possible, and throwing the die is also quite slow. So those are my main gripes with the mechanics as-is, speeding things up would drastically help.

As for the game itself, my first encounter appeared to be a dragon. So I kited it for a while, whittling it down to death. Then I killed an apparition in one shot. Then I apparently found the end of the level and won the game lol.

I like the idea of having different dice, and each roll having various risk/rewards when battling. So that does have potential. I think the dungeon needs more focus and progression, and the mobs need to be able to fight back, because there's no way I should be able to solo a dragon with starting gear.

So yeah, it could become a nice and interesting concept if things are sped up a bit, and if there dungeon is a bit more focused with enemies that always pose a certain threat, whether you're kiting or not.

(+1)

Slow turns is for sure an issue, and your ideas have given me something to think about regarding solutions. Agreed the balance is way off, unfortunately wasn't a priority for the jam, but completely agree its a big problem. Thanks for playing it anyway, and thank you for your feedback!