That's great! Glad to be part of that lineup.
Fredison
Creator of
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Branching choices would have indeed been fun! After writing the scene about "decisions that really matter" (which was meant to poke fun at RPG conventions, but in hindsight feels a bit like taunting the player, lol) I briefly considered a sort of branching plot based on your crafting choices, but that was definitely too late into the jam to seriously consider implementing.
Maybe in Furn's Forge XIX!
A fun and very interesting proof of concept! It would have been nice to see some tutorial text for the less self-expalanatory dice, but it's impressive that so many types were implemented in the first place, which made for a nice feeling of discovery. I'd be really interested to see this elaborated upon and polished further!
Really creative premise and atmospheric presentation! The main areas for improvement I could find are in the quality of life, for instance it can be hard to tell which face of a die counts as face-up when it's in the bowl, and sometimes when you're dragging one onto the sheet you wind up dropping it next to it. Still, this is really cool! Nice job!
It's funny, too, because after we saw almost every other game in the jam include literal dice we briefly thought we had done something wrong, haha.
Anyway, thank you for the feedback! Yeah, we didn't have much time to tune the difficulty and it certainly ended up too easy. We hope to balance things better for the post-jam build.
Haha, sorry about that! The player is meant to be a little confused at first and put it together as they play, but I do think it could stand to be a little clearer still, and yes, the challenge is tuned too easy right now. We'll try to fix that in the post-jam version!
Thanks for playing, and I'm glad you enjoyed the parts you did, at least!
Lots of creativity and original design ideas on display! This could be the start of something really interesting with a bit more time to polish, bugfix and tutorialize.
As a bit of a bug report, I hit a point where a fight started and neither side seemed able to deal damage to one another. I'm not sure why that is, but I did notice too late that both of my characters had an elemental disadvantage against the enemy, so that may have something to do with it.
Fun game! I just can't resist a good tower defense game, and this is one of them.
Mechanics-wise the dice mechanics bring some interesting chaos to the mix. At first I was frustrated by the apparent lack of control you have over them, but then I became a master of stunning enemies with dice throws, and enjoyed going Sickos.jpg when a fire-shield 6 would land on a corner just right.
My only two nitpicks are that the difficulty curve could be tuned a bit better (it starts out rough then gradually becomes much easier-- I left the game idling for a while and now I'm at wave 48 and counting) and that it would make more sense for the player sprite to be an in-universe character rather than a cursor. Cursors don't usually have to worry about getting hit by enemies or avoiding obstacles!
Anyway, great job!