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I like this a lot.

It seems braindead at first but there's actually a good bit of strategy with swapping characters and causing dice to  overflow/underflow.  

Classic mode suffers by only having one character(at least in the bit i played maybe you get more later). Game should be balanced around a party as that's where the fun is. 

There's a lot of potential when it comes to adding new mechanics. (stuff like elemental dice/status effects,)

Some small things to point out tho:

>When there's dialog i should be able to click anywhere to skip it rather than the go button

>Similar thing with disabling spells, i don't want to have to click the bubble again to exit cast mode, maybe make right click disable it.

>no full screen

>+1 on not knowing what the crystals are I'm presuming they will become useful with more content. 

>i think the crt effect is a little bit much. consider adding a slider that changes the intensity. 

I'm looking forward seeing this fleshed out more, this is an excellent base. 

Glad the core of the game speaks for itself,. I'm trying to nail the correct balance between what info is available vs. what the player needs to figure out.

Classic mode is trying to do two things: Introduce the most barebones version of the game as not to overwhelm a new player, and to mimic the game this is based on, Tenmei Dice Battle. That's why the enemy design is so different (more HP, cares about dealing with the enemy more than lining up your own plays, etc.) There will be a Hero mode which is just a longer Classic mode but you pick spells AND talents more frequently, and the enemies get much harder towards the end to deal with your bullshit. Story mode is entirely my own design and Hero mode will lean much more heavily towards how it does things.

This game doesn't currently have any talents / effects you inflict on enemies, but it will have quite a few talents you can slot onto your own party to setup combos and synergies (this is implemented but not unlocked right now as it relies on beating bosses for progression items). I think sticking to this is a better strength than muddling the mixture with more potential UI clutter.

I originally allowed clicking anywhere to progress dialogue and I see no reason not to go back to it but that's low priority. Same with spell cancels.

Full screen is gonna get fixed.

Item descriptions are there but I'm changing them so they're disabled for now. The short version is that maxing out an item will count towards stage ranking but when a character is KO'd you will consume some to revive them, which effectively lowers your rank for that stage.

CRT effect is gonna get more presets and some sliders in the upcoming options pane.