Thanks for the kind words and glad you enjoyed it, I agree there needed to be some tweaking to prevent longer fights. Researching gladiators while making this was fun, definitely an interesting setting.
SciathDev
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The visuals, music and the concept I really like and I had a lot of fun to begin with, in execution I think it's a game that really needs a lot of fine tuning because the degree of randomness is too much for the game to feel fair. When you enter a fight and get a string of 1s and 2s it feels impossible to play or even engage with the rerolling mechanic, I think with some dice favouring larger values or at least preventing large strings of bad rolls it could be an excellent game.
A great example of how good mechanics and polish can make an excellent game, felt really nice to play and the upgrades and items were easy to understand. Apart from some pathfinding issues, I think you could either buff or remove weapon drops beyond a certain point they feel useless as rewards, definitely gave me vampire survivors vibes. Good job!
The art and animations are brilliant, hats off to the artists, and there is quite a lot of depth here for such a short amount of time. As others have mentioned it is a bit unclear when the player gets hit, where the hitboxes are, when a room is cleared and so on, a bit of time spent polishing and this would've went from a great to an amazing submission.
Fun game overall and great visuals, I think the main thing lacking for me is clarity. The dice disappear after putting before it is rerolling, I think some placeholder dice with a button prompt would be nice to see. Then maybe a text pop-up showing you what dice you have, it is hard to tell for some what effect they have without looking at the description.
Good attempt at a dungeon crawler although it lacked some feedback for actions which for only a day of progress I can understand. Being able to roll full 6s in every stat means you should just reroll until you get perfect stats, also you might also want to rename your weapon swing type, seeing "Weakness/Strength: Strength" was a bit confusing :)
Really liked the concept and the art is great, the placement and spawning is cool and I wish there were more units to play around with. I also made it though to the end and was disappointed that there was no way to win from what I could tell.
Although the animations are great, they take way too long and especially when there's 20+ units taking turns it adds up. I also would suggest maybe obscuring some of the map or making it smaller early on so the player isn't overwhelmed.
I suggest showing the controls in-game in the corner for handiness, as well as highlighting units which can move. I also had an unfortunate bug where the selector was offset by half a tile and I could select but not move units.
Overall, love the concept and probably the game I have spent the most playing so far.
Great submission as always and an awesome prototype for a roguelike, love the movement mechanic and it's something you could easily expand upon.
I think one thing you could add would be a some form of turn limit for the puzzles, something to force the player to grab what they can and get out. At the moment you can clear out all of the ghosts and then it becomes trivial to get all of the coins.
Very interesting idea, at first I didn't like the forced movement with the dash but I think it's necessary to stop spam rerolling. Having each roll (role) have a different purpose is a great concept and loved the humour.
I wish you had longer to work on it because with some extra work and polish this would've been an amazing submission.
Really simple concept, art and effects are nice. Definitely needs some balancing because some early factories lets you spam out whatever you want. Couldn't figure out the camera controls and a small tutorial at the start would've helped, really does drop you in the deep end. Overall a really good submission!
Nice game but so so hard. The knockback is really strong but the low damage, sheer amount of enemies and long attack time make it necessary. I also like that the enemies telegraph attacks. The heavy attack and dash didn't seem useful to me, also I managed to get offered the same upgrade at the start so something to be wary of!
Really liked the visuals on this, the parallax on the background was nice. The gameplay got a bit stale for me though after a level or 2, I think it needed something else to spice it up. Also not sure what the stress meter was about, ignored it and finished the game ok. The run back looked cool the first time then kinda took me out of the game after that, a nice thought but a bit too long for me. Overall a really nice effort.
A challenging puzzle game and wow it gets difficult over time. I really like the multi-tasking approach of it and having to dispose of unneeded packages to not lose score is great design. Would've loved to see some chill music/sound effects and some player feedback but overall a really great submission.
Nice attempt at a puzzle platformer. The wall jump felt very hard to execute, try slowing down the player while they are sliding to make it a lot easier. Originally I thought the vines on the ceiling were spikes, make it very clear what will kill the player. The placing platform mechanic felt like the most unique, I think you should've tried to fit the game around that more. And a little freeze frame or slowdown when transitioning between screens would be great!
Tricky puzzler, definitely had me scratching my head. It seemed like some enemies followed the player and some had a set path, maybe colour them differently so we can tell the difference. The player and enemies not moving at the same time also got took a while to get used to. Also sometimes the spawners stopped indicating when fireballs would spawn which caught me off guard!
I agree with others, the game seems really good and polished in some aspects and a bit janky in others. Maybe a bit ambitious for a 2 day jam, I think some explanations for the different classes would've been nice, took me a bit to realise I needed to charge the mage's attack and got stuck trying to figure out what to do with the tank (think you had to move the slime into the panel but he wouldn't budge).
Visuals and effects overall are really solid, although the attacks could use some more feedback. Environments are nice and the variety in the different characters seems like a good use of the theme, would like to see this worked on more post-jam!