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Pigbert
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Of course! Here's a few I came up with (or shamelessly copied from other games):
- High risk/high reward mechanic: being able to throw multiple dice at once, totalling the non-1's, but also a bigger chance to roll a 1 (or perhaps when failing allowing the computer to have several turns in a row). Might also give you a chance to catch up when you're far behind.
- Being able to use rolled points to buy upgrades, such as better dice (d8's, d10's, etc.) and multiple dice (see first point) to create a pool of dice, or critical chances (high roll's allow for an extra roll), or debuffs on opponent (such as cursed dice, where a 2 also is a fail).
- Passive bonuses that always provide buffs, similar to the joker system in Balatro. For example, 'Three's a crowd' where every rolled 3 actually counts as a 4 in scoring.
I think you've got a nice technical/mechanical basis here for what could be an actual game. You need to find some way to insert a goal for the mechanics to work towards, like in Picto Quest. Basically you'll be figuring out how to draw pixel art. And as Diralf, I too struggled a bit with understanding what to do, perhaps a tutorial could be added?
It has that Advance Wars feel going on! Nice job! One thing that does take me out of the game is that while everything looks and feels tile-based, the buildings don't "snap" to tiles (e.g., as in C&C), which caused some frustration when expanding the base when it's not clear whether there is space left or not. Interested to see how you're going to expand upon this!
Fun game! Had a good time with it! Reminded me somewhat of Crystal Quest I used to play on my first Mac!
A thing I didn't like as much is that the spawn distance of the skull enemy feels short, especially later in the level when things speed up and they pop up every few seconds. When you're focussed on the rapidly spawning skulls, you can't pay much attention anymore to where you are firing your blades to.
Furthermore, when you're enthusiastically firing all your blades, and you can't fire any more because you haven't gotten any upgrades yet, you feel like a sitting duck when the skull suddenly spawns. The strategy then would be to always keep one in reserve, but that doesn't feel as satisfying unfortunately.