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DeamonHunter

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A member registered Jul 02, 2017 · View creator page →

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Thanks for the review. The game freeze was either a bug with the dice not appearing if selecting a specific upgrade, or the fact that the ending sequence was bugged. Both would have been fixed if I was slightly faster. ;_;

In the post review build (coming at some point within the next day or two), there will be sounds effects and music (which were skipped due to lack of time), as well as a bunch of control changes. For example, there is no longer a specific move box, but move is just the default option upon selecting/dragging a die. So hopefully that helps to fix that confusion.

Haha. I like to think I know some cheats in getting things working fast but not great. For example, I cheated on selecting a tile, by using a raycast onto individual tiles in colliders, because figuring out the math to convert the cursor position would take too long.

It did bite me though as the final boss and several bugs snuck through by being just a bit too slow to on fixing bugs. (RIP 8 minutes too slow uploading a bugfix patch.)

Pretty cool game. Nice artstyle, and it felt pretty nice to control. The variety in weapons was definitely interesting.

Feels like spamming left click is the optimal play though, could possibly use a bit of cooldown between attacks.

Good art and soundtrack, just all round a really well made game.

Dunno about hiding the numbers, while you can easily guess the bottom side of the die, its definitely easy to lose track to the sides.

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Very cool concept, the platforming controls decently well. Also eternally grateful that the audio was well balanced. :D

I do feel like a lot of the dice mechanics could be more automatic, like picking up a dice should roll it, and also equip it if you don't have one equipped. That would help streamline the menuing.

Nice cute game. Simple enough to not what your doing from the outset. Got some decent balance to it as well, as you can't just spam click to win.

A suggestion might be to show the outcome before you go through, especially with the timed element of losing mana, it'd make it easier to parse what you have.

Pretty cool concept, very well executed. Adds a bit more a strategic element to these types of games. The music and sound effects were nice, and well balanced, and the markers were nice indicators of what is happening.

I feel like the gap between levels might be a bit long and especially at lower levels, you can just get stuck with no movement.

There were 2 different spells, a terrain type (Wall) and, because of just barely missing the upload deadline, a final boss that were planned and started.

Thanks! Sadly missed getting that bug fixed in the uploaded version by mere minutes.

Yeah, I would love audio as well, and definitely would like to add a bit more feedback to why you can't use a skill.

Would you believe that I found out that the lightning ability was even more over powered than this version just about 1-2 hours before submitting? It was X damage instead of (X+2)/2. Literally killed 4th level room almost by itself. Haha.

Thanks for the long review mate!

I agree on multiple points that you made and would like to get to resolving some of them.

  • Definitely want to add some more ways to move die around. Clicks and number keys are on the menu. Good point on the movement, that would help declutter the UI a bit.
  • Ran out of time to properly distinguish the red/yellow slimes. Feel like they should have access to the same moveset, but have red be more directed at the player. Though how that works in practice I would probably need to experiment with.
  • Definitely agree on the end turn, and yes... that is exactly the hack I went for to save space and time haha.
  • The remove 1 perk was bugged and removed the wrong die. Meaning 1 bad die would be in the pool and if you got that die, then you couldn't continue. (This patched missed the deadline by 8 minutes. Which also included a fix to the ending and added a final boss. ;_;)

Will look into the other two bugs as well to make sure the uploaded version is at least bug free.

A nice and comfy game, and some cool music. Fairly simple to pick up and play.

I'd probably give the intro a visual or two, and probably adjust the angle of the gameplay to make it easier to see the dice at the back.

Probably the best version of this I have played. Love the little touches of it showing what was actually underneath the die, and also swapping it up so it isn't just 1-6.

Cool game, controls pretty well. Didn't really notice the theming tho, and way too easy to make the enemies out of control by the second wave.

Loved the art style, and the theme being woven into the game. Felt that the weapon switching was maybe a bit too fast, definitely a nice game all round though.

Definitely, would maybe think about click controls, and maybe keyboard controls for selecting and dragging.

The base idea definitely did end up working better than I thought. Especially with limiting the dice to 1, 2 and 3, which helped control the randomness.

I do believe undoing dice would 100% work, but would need to make sure you can't undo dice from previous turns.

Yeah sadly just missed being able to push a fix to the ending.  Got too greedy with stuff and just missed the deadline for fixing it.

Sorry about breaking the game. It's fun when people don't playtest your game properly enough when you want to release an update. :P

Pushed V1.1.1 which solves the pistol issues anyway.