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(+3)

Like the idea! The first round I spent too much time thinking about the tiles, because I somehow expected to have a finite amount of rerolls. Therefore I got caught quickly. On the 2nd round I just spammed the roll button until I got the tile I wanted.

(5 edits)

Thanks! Do you mean that you found it too easy, counterintuitive, or perhaps both? What limit you feel would be appropriate? Nevertheless, thank you for your feedback! It’s always appreciated :D

I think it would be appropriate even though I would feel quite stressed by that. The infinite rerolls make it extremely easy.
What might also work is a short cooldown on the re-roll instead of a hard cap on the rolls.

(+1)

Mmmh…during the design period we were also discussing about scaling the difficulty by introducing obstacles, in order to potentially restrict the number of available tiles for each move and raise the chance that you would need to reshuffle and lose time. This could lead to situations where the player has to do it too many times in a row and feel frustrated about the RNG, tho.

I guess your solution could also work, but adding a cooldown could ultimately put the player in a spot where they feel restrained: tiles get chosen completely at random, so you could get stuck and lose. There would need to be some safety net (like assuring the presence of at least one placeable tile in some way?).

Again, thank you for your feedback, we will surely take it in account :D