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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.
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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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Interesting game. Used time mage, and was very annoyed at the 2nd ability. It was re-rolling a low dice two times even though my other dice was a six and I had won the round. No point other then to burn magic why this would happen. The other ability to +1 every dice in a slot sounds good until you roll a natural 6 on one of the other dice, and this ability adds a +1 to a 3 you rolled. I can understand keeping the game Chance based by keeping the powers the way they are. What I would suggest though is for the game to check the roll first and see if you already won or tied. Something else I would recommend for this game is not necessarily the ability to cast what I want when I need it, but instead have the die slots numbered so that I could pick what ability I want to fire first, then have the game check if I won or tied, if not then move to the 2nd one chosen , and so on down the line. In battles that are over 20 rounds long this would be a Major improvement.