Thanks for playing and thanks for the feedback.
No, you won't get stuck if you get an element that heals the enemy. You see, the effect subsides when you attack, then in the current version, you can just beat the air ot other enemies to get rid of the unnecessary effect. In the future, we plan to allow the player to instantly reset the current element.
shabbyrtist
Creator of
Recent community posts
Thank you so much for the detailed feedback!
In fact, the damage increases as much as four times compared to a normal attack. You can kill a deck of cards (a green enemy) with a single hit, for example. And yes, there was a flying text in the plans to give feedback to the player about the damage, but we didn't have time.
We were well aware during development that dash in some form is simply necessary for maneuverability, but we also did not have time to make it.
I think you're right, the initial wave of enemies is really too complicated and not much different from the others, and it feels like you're fighting the same wave. We will fix this in the future.
I agree, the gameplay flow is repetitive, we essentially gave the player an arena with enemies in which he can try different dice, there are thirteen of them in total.
Thanks again for the whole article! We will return to all comments when we finalize the game.
Wow, thanks a lot for the feedback and ideas, we will definitely remember them and consider them when we finish the game. I think it will be even more interesting if, before throwing a dice with an incomplete charge, a dice with faces is thrown: [-2\-2\-2\-1\-1\ success], then there will be a chance to roll the dice without a charge AND without getting punished.
You can watch our vid about the development process and the course of our decision-making.
Once again, thank you so much for playing and commenting!