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My suggestion? When calculating damage, the number should be the total of the dice, not just the highest one. This is because by the end of the game, there are bunches of ties because everyone is getting a 6.
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A reroll (free if your a time mage) is far more valuable since it can entirely prevent damage you take finished the game with over 50 hp left
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Heal mage all the way: the fact that there is no other source of HP recovery makes him the most valuable. Think of the difference between "no healing skills vs at least increased natural HP regen" in MOBAs.
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I ended up just sitting there, spamming the roll button since there wasnt really anything you could do to change the outcome of the dice, except with the dots it gives you and those didn't really help either. An OK starter but could definitely be improved with the game mechanics and environment of the game. altogether 4/10
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Definitely has potential for something bigger. I started to imagine skills where you interfere on enemy's throw, items, character upgrades etc… Add a fifth die and have the game strategy shift to Yahtzee or even poker.
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Played it through with all 3 types.
Life Magic works best, it's the only ability allowing one to get out of a fight with more hp then you went in with.
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Has a fair amount of potential. Would like to expand the story/background more, why are we in the dungeon? Build up the RPG/story elements more and it'd be an AWESOME game!
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You spend the whole game pressing one button, with no thought or interest. The jokes aren't funny. You have no control over anything meaningful, just where to arbitrarily place some dots. Gets duller as more dice = more draws, and even when its note, its rare either side takes more than one damage.
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Quick fun game. Nothing perfect but not bad. To Omarscen's comment, there is a big difference upon receiving more dice to roll and that's the increased but still random chance to roll a better number. When I had only 2 I relied heavier on the damaging powers but as my "number of attacks" grew to 4 it allowed me to use the other powers to more varied and situational effects since I had a better chance of rolling a naturally higher number. Think D&D a bit, what's a better roll on average, 1D20 or 2D10?
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Love the concept. Very short game though. Would love to see a version of this thats longer with maybe some checkpoints that heal you.
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Nice concept, but I would love to see some more strategy and choice put into the game. Such as setting the game in a labyrinth with different exit routes; different opponents with different abilities; or even an RPG style experience/levelling system and inventory/equipment.
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Too much clickfest. Once all the magic is gone it is just a matter of waiting for the rolls to end. Could have been an interesting idea but this "proof of concept" in itself was rather boring.
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So here's an idea. If all of your dice are the same number, maybe make a critical attack that always hits, no matter what the other guy's dice are?
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rewind is useless, the most important skills are the attacks and heals oh and waaaaay to easy, all enemies are esentualy the same
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This was actually pretty good game. I'd like to see you give it another effort, I think you can make this into great one.
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I enjoyed it. I like random elements, gives it a sense of gambling when choosing which die to place the bonus. For myself, games become less interesting when the outcome can be predicted. Nice work.
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can't figure out how to move from room to room, MP counter never goes down even when ability used. Interesting concept, but needs some work
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A fun an interesting game! however, i woudl suggest that 1) When the two highest dice tie, then the next two highest should be compared, and so on. and 2) It'd be nice if abilities were able to be used AFTER a dice roll, in order to issue a bit more strategy into the game
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Might be better balanced if the enemy had an advantage in a draw where you lose HP or MP as you have more abilities. Also better that individual dice all match up ie. your highest vs enemie's highest, your next highest vs enemies next highest, etc. Creating attack and counter attack.