Comments

Log in with itch.io to leave a comment.

One cool idea would be once you defeat the boss, you can choose to keep going, 'just one more room' and the deeper you go, the harder it is to get out

In the begining that was the idea. But for few reasons, mostly scope of the game, I had to drop it. Instead I plan to add few bosses into the game. Every time you encounter a new one, you will have to return back to the surface. This way after few runs you will be capable to venture deeper and explore more

Ok, that makes sense. You have to keep scope in mind.

Game seems interesting, but I would really like it, if there was 2 buttons in combat, one for gathering stats and one for when you are attacking.
Seeing the sword animation gets old really fast when you aren't actually attacking.

Im actually working on exacly that.

(+1)

I also got softlocked when I entered a canal. I can no longer progress.

This also will be fixed soon, thanks! It is a rather stupid mistake on my part. Forgot to add manually a return to main canal option after I dissabled the code that did it automaticly :P

You should add snapping to the dice so that they can't just be set anywhere.

I will add it in next update, hopefully in a week as Im working on quite a big update. What are your thoughts about the game in general? Im thinking about re-working the whole combat to put much more gameplay weight on the Dice field itself rather that on separate combos. 

(2 edits)

In general, the game seems pretty good. One idea that I had that could be good is you have two or three dice, and you can spread them out between different stats, and then when you attack/fight/whatever, they roll and your stats are increased by the totals shown. And then if you wanted to attack, you would place dice in your attack field, or if you wanted to increase defense, you would place them in your defense field. The reason I suggest this is because it is very hard to attack, and also to gain stats. This would help remove the importance of combos, while not making them redundant, turning them into a kind of bonus. Also, I would recommend regaining energy more often, or regaining more at a time, because you often have to waste moves waiting to get more energy.

Also, you might want to write some code to prevent you from placing items in the wrong slots.

The code mostly works. The Item slots with a ring and a plus are universal slots.

Ah, ok. I had assumed they were supposed to be accessory slots, for things like rings, necklaces, and bracelets.

Not unequipping items whenever you get a new one would be nice, although this might be difficult to code.

Funny thing. They only stay equipped by some sort of a bug :D. I will get to it soon though

Ha, that's funny.

You also need a restart screen

Will add it in futer. Not in a near future though as I want to get the gameplay right first..

yeah, that's always a good thing, although you probably should implement a barebones version for the sake of replaying when playtesting without refreshing the page.

I might take a diffrent aproach. For now Im looking into making combos a mini-goal for player to reach during combat. In terms of energy regeneration. Im working on it. You will have the ability to forsake your move in order to regenerate your energy. Hopefuly this will make for a interesting decision for a player 

That sounds cool.

Also, what game engine do you use?

I use Unity, the same as you it seems looking at your page^^

Nice.