Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

This game has nice short story info at the beginning, but the content is overloaded after that.

Music a bit too fast i think - it is like there is hurry, while there is actually not since it's phase based dice game.

Very simple "basics tutorial" level and explanations regarding “good/bad combinations” would be very helpful.

Pyramid shape tray (?) would need more explanation; filled from the bottom, does levels or slots affect to dice results.

I see there might be full random enemy spawn combinations, but from start there could be non-shielded units to play with only basics.

For an example; not sure what "Apply boost to clear a ROT/Rot -1" means.

Also lock could be described as a shield icon - monsters seems now to defend each other from get hurt, and not much not locking player placing dice (i guess).

Dice evolving/crafting phase had also much content to learn maybe for 15-30 minutes + during game play learning too.

I mean the content is not a bad thing, but i could not be sure about the rules or result changes and possibilities - not even how many dice i can Place and where at from the game start.

Still interesting idea and concept, and like the environment and its details too. Also using font colors and projectile animations also nice and trajectory line great and helpful to get into this better on the first play.

Thank you for your detailed feedback, it really makes a huge difference :)

I addressed a lot of your feedback in my post-launch version.  If you have bandwidth and are willing to give the game another try, I'd like to hear if you have any other thoughts!