Whats the relation between roll, attack stat and damage done? at least it's not roll + attack and it's not roll * attack
The fights would benefit from either less interaction in the form of auto battle, or more interaction in the form of different actions, or stronger feedback animation and sound wise
Could you reconsider your 3 star rating? it wasn't finished with the jam version of Decromancy when you played it and also sorry but there is literally no other way to contact you :/
You did not answer my question. I assume it's close to (roll * attack) - defense, but that doesn't seem to be all there is to it.
player action feedback is still hard which also makes it tough to follow. e.g. you and the enemy are using the same dice, so it's only a small time frame, where you actually see your roll
i believe you updated the interaction between the fights with door selection, but i could be misremembering. that's a nice addition.
I like your visuals. Gameplay wise it's lacking some unique selling point or a especially refined implementation of existing things. Thus the mid tier rating.
Maybe you have a cool idea to make something more out of the dice roll mechanic?
Nice concept, but I feel that you should have more possible actions for the user, maybe the user could have a set of dies and use one or more per attack. Or even have different sized dice for different actions. Heal a d4, special attack a d20. I missed some kind of visual feedback when the enemies dies. And was hard to know how much damage I was going to do.
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Whats the relation between roll, attack stat and damage done? at least it's not roll + attack and it's not roll * attack
The fights would benefit from either less interaction in the form of auto battle, or more interaction in the form of different actions, or stronger feedback animation and sound wise
Could you reconsider your 3 star rating? it wasn't finished with the jam version of Decromancy when you played it and also sorry but there is literally no other way to contact you :/
You did not answer my question. I assume it's close to (roll * attack) - defense, but that doesn't seem to be all there is to it.
player action feedback is still hard which also makes it tough to follow. e.g. you and the enemy are using the same dice, so it's only a small time frame, where you actually see your roll
i believe you updated the interaction between the fights with door selection, but i could be misremembering. that's a nice addition.
I like your visuals. Gameplay wise it's lacking some unique selling point or a especially refined implementation of existing things. Thus the mid tier rating.
Maybe you have a cool idea to make something more out of the dice roll mechanic?
I'm not the developer of Roll Die Repeat I am the developer of Decromancy. Thanks.
хорош
Nice. Short but you did it well.
Nice concept, but I feel that you should have more possible actions for the user, maybe the user could have a set of dies and use one or more per attack. Or even have different sized dice for different actions. Heal a d4, special attack a d20. I missed some kind of visual feedback when the enemies dies. And was hard to know how much damage I was going to do.