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This game is great, the build variety is immense.  After 6 runs I was still seeing new options.  The game is definitely challenging, and anyone who places dice games knows a few bad rolls can screw you up, but Ive found that between the mana system, modifying dice, and having a little overlap in the roles there's plenty of consistency for the game to really reward skill based plays.  I would love to have some degree of randomness in what battles there are, just for long term replayability.  The roguelite nature of party building is so satisfying though, I just completed my first hardmode run with sharp shooter who could potentially deal 24dmg in 1 turn. (https://www.twitch.tv/videos/770874887 end fight :D, was really proud of this build)

Not sure if this was a bug or not but the skills that say "Prevent all damage to this character" also completely cured poison.  

2 QoL things I'd love: if the quick dice mode let you view the attack tooltip by holding (and just tapping locked it in). Also being able to select heros with hotkeys such as 1-5, could be context based, so in rolling phase it toggles locking in that characters die, then in the attack phase it selects their attack.  

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Great job; I watched your dragon fight and it's clear you understand the game perfectly. Thanks for sharing your thoughts and your run!

I like your QoL ideas, I think I need to optimise for desktop better, I can use mouse-over to display information too.

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Really loved the game.  Would like to definitely echo what other people have said with really liking the planning and decision making you have to do for a run.  I felt the leveling up process to be really neat and choosing items to be quite a fun process.  Enemies and combats started slow, but really ramped up with what they did, and I liked the difficulty curve a lot.

 In regards to feedback, I struggled a bit understanding when an item I could pick could only be equipped on certain heroes (before choosing them, of course.)  Also, I had no idea what the one "if this saves an ally, go again" really did.  I think it didn't explain on hover text, and didn't specify that it allows use of the exact same action again.

I also found myself clicking on the die themselves instead of the hero's portrait to view their die... a lot.  It took me awhile to figure out where to go to view the die while in combat.

I also didn't really know about the ? menu at the top, and reading through that is probably something that should also be accessible from the title screen (it might, I didn't notice it.)  It helps clear things up a lot, but I can also see how having it while the game is being shown is probably necessary for understanding.

I really liked the +X number when your hero is taking fatal damage.  It helps a lot.  I found I REALLY liked the "special hearts" enemies have that have a special trigger occur on them taking that damage.   I feel that makes fights incredibly unique.  I also didn't really know what "retreat to the back" meant, I assumed from the wording it would cancel their ability (although I don't feel it should now that I've played the game through) - so explicitly stating that they just move to the back might be helpful.

Finally the last thing is that I felt each hero's archetype was really unique and well defined.  I would almost like to see this taken further and minimizing the amount of overlap of abilities, but so far I think it's done quite well.

Great game!  I look forward to the paid version and all the extra content that comes with it!

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Thanks for playing and writing up your thoughts, Squid! Lots of good points for me to work on :)

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There’s a whole of replayability packed into this game. I love deciding which heroes to upgrade, where to put the items. And, the combat itself is superb. Being able undo lets you approach each round as a mini-puzzle.

I’ve gotten the best of the Dragon twice now, wish me luck for (hard) run number 3!

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The planning you have to do every round after you've seen your dice is so much fun. The new enemies and dice are insane. There are so many combos and outcomes to every dice roll. Every round I wonder how I'm going to keep everybody alive! The game was fun to play years ago when I first played one of the very first demos, and it's only become more engaging since then!

5/5 from somebody who doesn't play with dice!

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