Very satisfying when lining up multiple enemies in one shot!I wonder if it would be fun if cubes didn't disappear after firing so each shot influenced where you need to move next, just an idea. Great work!
tchorne
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The game has some surprisingly fluid combat for something so simple. Keeping the dice airborne has this really satisfying feeling like building a really high combo in an action game, especially when it repeatedly bounces on an enemies head. A more advanced combo system could totally be built from this if given more time. Great game overall :)
Thank you for the compliments and insights :)
You make a lot of good points with your tips. My teammate actually had the same ideas for the icons but I didn't think it was necessary- definitely an oversight on my part because I got them confused sometimes too.
Range bonus is kinda hard to notice because the attack range isn't directly displayed anywhere and each unit starts with a different one. Psionic and Swordsman had 1, brawler and healer (i think) had 2 and spear had 3. The +1 and -1 range modifies those values, its easiest to notice when you give psionic or swordsman the -1 range card because then they have 0 range and can't attack at all (a bit of an oversight once again).
I didn't make the attack phase automatically begin after moving because I wanted to allow the player to continue moving if they misclick or something and didn't use up their full move speed, but in hindsight that was totally unnecessary because of the 'undo move' button.
Finally I was planning on making the healers thing green but I just kept forgetting and never ended up actually doing it.
Once again thank you for the detailed feedback, I really appreciate it :)