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(1 edit) (+1)

Nice system, hope you can use it for something more sometime. Dice are always fun.

I realized you could just never roll your dice and get a guaranteed 14 damage per turn, which beats out any damage the enemies do, considering it’s just a single fight. Optionally give yourself a crit boost or two at the start to speed things up.

I like the Slay the Spire style enemy intents, but I didn’t really do anything with them since my dice spells were all damage-dealing, and didn’t let me choose a target in general. I think intents are best when you can counter the intent, either by blocking or intentionally targeting the threat.

(+1)

Thanks for playing and the notes!

I understand the desire for targeting specific enemies, but I'm trying to lean into that for the sake of making it part of the problem the player needs to solve (a.k.a. - how do I get rid of that guy at the back or survive him until I can?) I really enjoyed Dungeon Clawler and they heavily leaned into that as a mechanic so I'd like to explore ways to make that more interesting with this setup.

I also have plans for several different player characters, but this guy is supposed to be the damage from damage and more damage type of archetype so he doesn't include any blocking or healing with his current ability set (I'll likely add some options for things like life-steal or ignoring damage as long as you're dealing damage in future iterations of his ability kit long down the road).

The free 14 damage is really a bug since I intended to trigger a roll event at the start of the player turn, but didn't end up getting that in for the submission of the jam. I'll probably try and update it over the next few days, but it's not terrible for letting people just use the abilities and win if they want to within the context of playing for the jam, lol.