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Ai Usage
Human made
If you have competed before, how has your game changed?
We added a new character system with unique active and passive skills for each character. We also added new SFX and music to improve the overall game feel and atmosphere.
Genre
Strategy
Turn-based | Card Games | RTS | 4X
Other
Rating
Family Friendly
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Comments
Solid roguelike. I don't have a lot of critiques. The ones I did have I put in a video for you to watch. Keep up the good work!
Thank you so much for playing ZAR and taking the time to make a feedback video! We really appreciate it!
We're glad you enjoyed the game, and your feedback will definitely help us improve it further.
If you have a moment to rate ZAR on its game page, it would really help us reach more players!
We hope to see you on Steam soon. Thanks again for your support!
Cool little dice game .Especially like that physics is part of it knocking bad die rolls into better faces. Perfectly suited art style and playful jazz. Would like to give some critic but honestly can't find anything to fault. Had a lot of fun here.
Thank you so much!! We're really happy to hear you enjoyed the game!
If you have a moment to rate ZAR on its game page, it would really help us gain more visibility and reach more players!
We hope to bring ZAR to Steam soon, too! Thanks again for playing and for your support!
Thank you so much for the stream and the detailed feedback! It was incredibly helpful for us.
We've already addressed some of the issues you mentioned in several updates since then. We hope to resolve the remaining problems and deliver a much more polished experience by the time our Steam demo launches in Q1 2027.
Thanks again for taking the time to play ZAR and share your thoughts!
Very good concept, nice vibe and sounds! GG
On the feedback side, everything is tiny. I run a 34 Ultrawide screen, there's so much space yet I could barely see the dice (I'd go 2-3X on them). And same feedback goes for UI, shop and everything you buy. And I'm not a fan of fancy font styles when you actually have to read the text - for combat text, some intros - fine, when there's tooltips and critical game info making it easier to read should prior over artistic fonts. I think this made the first few minutes harder than it could've been.
But the game concept has potential; gl developing it and thanks for sharing <3
Thank you!! We’ll work on improving these areas. Unfortunately, we haven’t done any ultrawide-specific work yet, so it’s understandable that the experience falls short in this regard. We’ll prioritize this in upcoming patches!
I kept this to roughly five to ten minutes so I could cover more jam entries and get useful feedback to more developers. Even within that window, the hook, chaotic physics, roguelike structure, and ridiculous dice energy were immediately readable. Also, your itch page genuinely inspired me to spend half of last night rebuilding my own after realizing how much could be done with HTML and the available CSS classes, so thank you for that little productivity disaster.
The branding, game UI, character art, and enemy portraits are fantastic, and physically throwing my own dice makes the game feel much more interactive than simply pressing a roll button. My main criticism is readability. The primary font has personality, but I would introduce a cleaner secondary font for technical information, stats, and longer descriptions. The dotted backgrounds also compete with the text in places, and elements like the blue starting-loadout text against a blue background need much stronger contrast. One focused accessibility pass would elevate an already excellent presentation.
The characters solve one of my biggest problems with many roguelikes: I can immediately recognize them, understand their roles, and actually care about who I am choosing. They are funny, visually distinct, and extremely well designed, but the art is strong enough that I now want more personality attached to it. Even small character-select lines, comic-style dialogue bubbles, or reactions from someone like Sir Rollington would help extend those designs into the narrative and make the roster feel genuinely alive.
There is clearly a huge amount of attention to detail here, and honestly, you have a strong vision that already works. Keep going, let me know when the Steam release is ready, because I will absolutely be there.
If you have two minutes, roll over to BEAT BAES and call my bad odds too. Dev-to-dev, I would appreciate it.
Roll toward the Riders · Call my bad odds
Keep up the big brain energy!
Thank you so much for the detailed feedback! We’re really glad you enjoyed the game :D
We’re aware of some of the UI readability issues you mentioned and it’s actually something we’re already working on. We’ll be improving that side of the game in upcoming updates.
We’re also planning to make the characters feel more alive. Things like dialogue bubbles, small reactions and comic-style effects are already part of our plans and we think they’ll add a lot more personality and fun to the game.
Thanks again for taking the time to play and leave such a thoughtful comment. It really means a lot to us. Stay tuned for the upcoming updates!
And we’ll definitely check out BEAT BAES as soon as we get the chance!
Looking forward to your updates!
Long story short:
1) The game is made on Unity.
2) It could be great if UI be improved: with more readable font and darker background (instead of the yellow one) could be much better.
3) Took a while to understand how to throw the dice.
4) Dice usage seems do not reset per encounter. Is that intentional?
5) Terms like "score", "points", "multiplier" seems not intuitive. These are just words in ability description that I can't read with these fonts. I did not understand how the game counts the damage, so I ended up just throwing any dice I have and then press "apply".
6) I lost the run for some reason.
7) Please make the dices bigger. They're tiny and I can't see the number clear enough.
Hi,
Yes, dice usage does not reset after each encounter. Every die starts with 3 uses, and this number decreases as you use it. It can also be increased through certain augments if used correctly. However, once a die reaches 0 uses, that die is permanently lost.
The Point and Multiplier system is tied to augments, relics, and character skills. The main idea is to find the right combinations to increase the Point × Multiplier calculation and deal as much damage as possible with the fewest dice throws.
You lose the run if you fail to defeat the enemy within the available number of rounds, or if you run out of dice. So if you still had rounds remaining, the run most likely ended because you had no usable dice left.
Regarding making the dice bigger: this can actually create other problems. As you collect more relics, the number of objects in the arena increases, so larger dice could still become difficult to read and would also have less space to move around. Currently, once a die has settled, hovering over it displays its rolled value in a much larger and clearer way.
That said, I agree that the UI, readability, and explanation of some of these mechanics could be improved. We’re currently working on improvements to the UI and fonts, and there will be more changes in this area in future updates.
Thanks a lot for taking the time to leave detailed feedback!
Hey! I know you were in the stream yesterday, so you caught all my feedback. But in case you need to review anything, here is the recording:
Overall take: I really enjoyed the vibe of the game, and gameplay wise it felt really solid. But the strategy side was a complete miss from my perspective. Too many unknowns, too hard to get my head around, wasn't introduced to things in a way that I could properly make decisions about them so it all devolved into random choices with random outcomes. That to say, some restructuring and onboarding could go a long way in resolving a lot of that. Really strong concept, just needs some iteration on execution.Thank you so much for your feedback! We’re aware that some of the explanations aren’t clear enough yet and that the beginning can feel a bit confusing. We’ll be making the necessary improvements to these areas as soon as possible.
We also really appreciate the detailed feedback you shared during the stream. It was very helpful for us, and the stream itself was really fun and enjoyable to watch. Thanks again for taking the time to play the game and share your thoughts with us!
Good game overall, fun and unique, however ran into a gamebreaking bug but reloading the save fixed it
Thanks a lot for feedback ! We`re still in development that`s why bugs and balancing problems still present but i`ll check that bug thanks a lot !!