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Nice little game you have here, did not take to long to beat and and was lightly entertained while doing it. I hope you continue to work on this, could be a decent game with extra levels, shops, etc.
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a good idea terribly executed. to improve it greatly I would make different dice (more than 1-6) and using the total number of dice instead of the "best versus best" roll.
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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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Great game with random elements, but a longer version, were you could combine powers (I wanted to use obliterate and heal in the same dice since I had both powers) would be great.
Really good game.
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The idea of battle of dice's is interesting, but it's just to random. Maybe you can make a good game out of this with some tweaks, but as it is the game could have played itself without me being here that it would almost be the same.
If there was a PvP mode with a lot more "powers", less HP and more MP that might be interesting.
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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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Easiest way to win I found was the Power Mage since it always has an effect unless you roll a 1. Since the second spell only costs 2 (if you select Power) and adds 2 to your roll, assuming you roll a 4 your always safe from damage, and it lasts a good amount of the fight. The best part is if you roll a 5 or 6 you always win instead of tie. I tried Life first and while it was somewhat useful, the fact it only works on a 5+ instead of 4+ meant it lost a lot of efficiency when compared to Power. Time is just useless, you re-roll on a low number but it doesn't give you any better chances on rolling a good number. Basically, play Power and win.
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well considering I died twice on the first battle due to the enemy rolling either 5 or 6 every round, seems that the random engine is broken. might want to fix that made it 2nd battle on 3rd try, and guess what I died again. 2/5 due to glitch, has potential if fixed.
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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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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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great game... my only pet peeve about it is that you have to click to close the bubble telling you the last rolls results before you can roll again.... aside from that unnecessary clicking... I love it.
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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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RNG to its worst, Roll dice and place ability in hope of the ability to work on the EFFING RNG!!!
Also add a mute button for the sake of god
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in response to jackyang, the life mage is the strongest. think about it, you have two life skills, and if placed, give you four life when you get good roles. coupled with the fact that you don't regain life, it's the best one to pick
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The skill to reroll the dice, should not happen is you already have a 6. Besdies being a waste of time waiting for the reroll, the skills is not as strong as the other two mages. In order to maximize the chances, saving magic should be critical for the mage. Otherwise a decent game. The life mage battles dragged on because of the extra healing, but overall quick little game.
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As it is, it's a RNG with minimal forced storyline. Add variety, chance, choices. I don't see the point in asking if the player wants to engage in battle, was there other things to do?
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It's a nice little game, but it's a little unbalanced. The power mage is much more stronger than the other two, and the life mage is so weak.
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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