Very good! Excellently demonstrated the potential of this dice combat system.
IsatisCrucifer
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Pretty solid implementation of the core idea, but the idea itself is a little bit unexplored. One can pretty easily beat all levels with a 5/2 or better, so this just becomes how quick you can roll out the desired roll first and then beat the level. In this regard, the cooldown of rolling being the same cooldown as jumping becomes a little annoying especially when you got a >4 jumping roll.
The movement at the beginning of level is possibly a bug: regardless where the dice are in the beginning, they all teleport to a specific spot and then start moving. Depending on the dice order this may render a level possibly unsolvable, although I haven’t encounter one.
Also the rolling of dice also depends on dice order; two dice side-by-side rolling along the direction they align on will roll both on one direction and roll only one on the opposite direction.
The presentation is pretty good! The math symbol stick out from the dice make it easier to see what symbol it is. Many dice in a level is both an advantage and disadvantage; probably need some proper introduction.
Player speed is already fast even without fast modifier, this make precision platforming a little bit awkward, and also as a horror game player usually don’t have that much speed.
The “RUN” level is not easy to go through because both the speed of player and the enemy. (Or perhaps I just have bad reflexes.)
Nice idea for the modifier roll, although in the current implementation it has near to no effect; maybe I just haven’t get to the part where the modifier matters.
Game freezes when the first upgrade is obtained without indication that something is being put into the dice slots. A highlight on the dice slots will be better.
HP dropping to 0 don’t have consequences, which essentially means currently the player is invulnerable; but judging by the speed it’s dropping to 0, if it is implemented the game probably won’t be able to progress through first wave. Try rebalance the player HP amount, the enemy attack strength, and the enemy speed to at least be able to pass first wave without depleting HP in a casual play.
The core “roll of the dice” concept is only used as a random effect, which isn’t really nice to control what we want to use. Maybe expand on this a bit, explore how the player can “use” the dice they rolled, not just apply the effect once upon rolling.
Overall a nice try, but needs more polishing on the implementation.