Dang that's unfortunate, I have a newer version with many features such as a sandbox editor, shop system after a few rounds, and an inventory you use as you go. Also a few more tile "mechanics" have been added. I'll need to iron out bugs and post it sometime in the future. This is a huge help as I probably would've missed it.
The only thing that changes as you go deeper is more tiles in the map and more enemies. You also have slightly lower roll chances as you go deeper. Adding more variety would definitely be a priority if I expand upon it. possibly different level stages and new mechanics introduced in each stage. Thanks for the feedback!
I feel like most of the mechanics are wasted, since it's too risky to run from the enemies. Also, the third level I got started with an enemy already on top of my character.
This is definitely a bug I’ll check out. I usually find myself running often and using all 3 mechanics as I go. The enemy’s use A* pathfinding that’s somewhat predictable. Thanks for the feedback!
Clever! Basically a movement based roguelike. It might be worth making the game canvas a tiny bit smaller. It doesn't fit into a 1080p monitor height-wise
This should be fixed with full screen but I’ll definitely try to adjust it because it’s the same for me on 1080. Wasn’t sure if it would be an issue. Thanks for pointing it out! (Fixed hopefully - itch.io screen is now 768x768)
Interesting concept, I'll suggest to finish the round when all the enemies are captured, maybe with an alert like "Well done, let roll the dices again" or it can be better (under my perception), and maybe the alert can say, "Let see if you can deal with the next level", or kind of warning messages with some info about the levels incoming, giving the player some approaches or not (Darkest Dungeons fan) "Sorry for my bad english". Nice game, from Uruguay (another game developer) :)
I may make the round end when all enemies are captured rather than after the player turn ends. As for the levels they are actually randomly generated each time, but I could still change up the transition message between levels. Thanks for the feedback! I'd be happy to check out any of your projects! (Fixed-Round finished once all enemies captured)
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hello there! i love your game, however it completely freezes when you get to 12 as your max streak :(
Dang that's unfortunate, I have a newer version with many features such as a sandbox editor, shop system after a few rounds, and an inventory you use as you go. Also a few more tile "mechanics" have been added. I'll need to iron out bugs and post it sometime in the future. This is a huge help as I probably would've missed it.
I got caught in a loop where an enemy is perpetually teleporting away and then picking up more movement. Funny!
Enjoys the atmosphere and the idea of the game mechanics, pretty simple to beat after like 2 rounds. Pretty neat game!
Thanks for playing!
One of the funniest games I played yet. Sometimes I just got confused with the mechanics but nothing crazy.
Amazing Job!!!
Thanks for playing!
i found a bug where you can lose and win at the same time, by standing on a tile that kills enemies, and having them move onto you.
Ohh interesting. I’ll be sure to fix this if I decide to update it further. Thanks for playing!
I like how it feels, but - as the other comments note - it feels like some depth is lost.
Still, very fun to spend time rolling your dice!
The only thing that changes as you go deeper is more tiles in the map and more enemies. You also have slightly lower roll chances as you go deeper. Adding more variety would definitely be a priority if I expand upon it. possibly different level stages and new mechanics introduced in each stage. Thanks for the feedback!
I feel like most of the mechanics are wasted, since it's too risky to run from the enemies. Also, the third level I got started with an enemy already on top of my character.
This is definitely a bug I’ll check out. I usually find myself running often and using all 3 mechanics as I go. The enemy’s use A* pathfinding that’s somewhat predictable. Thanks for the feedback!
Cool
Thanks for playing!
This is really fun! good job!
Thanks for playing!
That's pretty cool
Thanks for playing!
Clever! Basically a movement based roguelike. It might be worth making the game canvas a tiny bit smaller. It doesn't fit into a 1080p monitor height-wise
This should be fixed with full screen but I’ll definitely try to adjust it because it’s the same for me on 1080. Wasn’t sure if it would be an issue. Thanks for pointing it out! (Fixed hopefully - itch.io screen is now 768x768)
Interesting concept, I'll suggest to finish the round when all the enemies are captured, maybe with an alert like "Well done, let roll the dices again" or it can be better (under my perception), and maybe the alert can say, "Let see if you can deal with the next level", or kind of warning messages with some info about the levels incoming, giving the player some approaches or not (Darkest Dungeons fan) "Sorry for my bad english". Nice game, from Uruguay (another game developer) :)
BTW: I have only played a few levels.
I may make the round end when all enemies are captured rather than after the player turn ends. As for the levels they are actually randomly generated each time, but I could still change up the transition message between levels. Thanks for the feedback! I'd be happy to check out any of your projects! (Fixed-Round finished once all enemies captured)
Really good game, however, the enemies are a bit hard do see, they blend in too well with the background.
Thanks for the feedback! I'll take this into consideration while I'm making changes. (Couldn't switch up enemy colors due to pallette constraints)