Cool concept! My main two criticisms are how limited gold is early on and the fact that, at least from what I got in my playthroughs, upgrades and items lean towards defense over offense, which lead to battles consisting of chipping away at opponents that can do little or nothing to stop you. A particularly egregious case was against two reptilians who couldn't damage me due to defense items, only inflict confusion. So I sat there doing one or two damage every other turn or so for about 10 minutes...
Really cool concept, I like that there's a little bit of strategy involved with the moment-to-moment gameplay as well as just strategising apart from that, nice job!
rogue'like' is a random game everytime with the same core gamplay loop, are you looking for rogue'lite' where you get meta progression to help enhance a later run
TL;DR - no checkpoints/respawns, probably a roguelike
Roguelike in simple terms is: when you die, there's no save/checkpoint, you have to start at the beginning again (The name comes from the 1980 game Rogue, fun fact!). Hence what makes this game a roguelike! (:
Like the other individual said, roguelite is where you still start at the beginning, but you can use your progress toward future runs
(Hades, for example, is a very popular example of a roguelite, as you don't have any run "checkpoints," but get to level yourself up outside each run.) Hope this was interesting and informative (:
It's a neat idea (and there's a reason I keep coming back to it going "maybe this time..."), but a couple of things are making it very, very frustrating:
The number of times I rolled a 0 for bounty. I realize this probably means my reflexes are bad and this is not the game for me, but I was really low on gold for a really long time.
There were times that the strategically right thing to do was tedious. For instance, I got a shield that meant that slimes in the first section literally could not hurt me (they only had 1s and 2s, which the shield reduced to 0), and given the limited number of uses of the knife, the right thing to do was punch them. For a point or two at a time. And then let them fail to damage me. Over and over.
There were a couple of places where the options weren't quite clear. I didn't realize that an item was a single-use thing (maybe that's on me); I also didn't realize that when you rest a second time at a campfire, you were risking having monsters show up.
The confusion from the reptilians was also a lot. Suddenly I had nine 0s on each reel, which meant that I was doing minimal damage each round, which meant the combat just kept going and they wore me down.
Just some things to consider. I'm not sure it's going to stop me from coming back to see if maybe this time I can beat it....
Yeah I agree with basically everything here. Tbh, I didn't mind doing the tedious strategically correct thing because it felt like I was outsmarting the game, but over a long time I know that can feel quite tiresome. Maybe just instantly winning a fight if enemies cannot damage you at all would be a good idea?
I didn't even realize at first that you could rest more than one time. I needed to find a second rest spot to figure that out.
I wish the game would just give you a certain amount of gold instead of making you roll for it, missing out on gold is probably the most frustrating part.
And tbh I really didn't like items that added things onto my reels. During the lategame, I was losing out on damage by rolling fire from a coal instead of a damage number on my knife, and it felt really bad, specially since burn and poison really don't scale like your normal numbers do. Maybe a good change would, instead of adding a poisonous reel when you get a venom, make a damage number in the reel also apply poison or burn, and then it'd feel very satisfying to hit those.
Something that kinda sucks, too, is that you can't sell or get rid of artifacts, only weapons, and you can't chose not to take them. I wanted to get rid of the coal I had gotten in my winning run somehow, but there was no way to do it.
Oh! Yes, also that thing about artefacts, especially since you don't even get to choose which ones you get from a treasure chest. It's absolutely the case that adding poison or burn to a high-powered weapon just waters it down.
really enjoyed myself, bit of luck and skill involved. Final boss was a little underwhelming. If you have all armour pieces it's super easy, other than that I quite enjoyed myself! Would love to see a larger verison of this game in the future
It gets a bit tedious at times, but realizing this isn’t as random as you think (you can time when to stop the roulette) makes it less frustrating and more appealing. I also like the push-your-luck rest area.
One thing I’m not sure how to rectify without taking away the ability to manually time your stops… When you have burns/poisons fighting against enemies with burns/poisons…so many reels per round, making battles feel less snappy.
Poison is quite strong. Burn is capped at 3 per and disappearing right away, so it always feels not worth it compared to weapons that can deal more especially once you can get more than 3 per reels on average.
There should be a way to access the settings in-game.
I have not found a way to peoperly clear the game without a shield, and with one the run becomes a test of patience.
Art is very nice to look at, I like it. I also like that every enemy has traits you can learn.
I have a question, what's the difference between poison and fire? Are they calculated differently when doing damage?
Also, I haven't figured out how to get rid of artifacts, which is annoying because sometimes I'll get an artifact I don't want randomly from a chest and then I can't get rid of it.
Fire is all used at once, so if you have 3 fire, it is three reels. Fire disappears as soon as it is rolled. Poison has the same amount of reels, no matter how much you have.
I think there's a bit of an issue where the game incentivizes extremely tedious behavior. The main culprit is the shield, which can negate many enemies, especially if you also have the armor items. This results in a situation where the optimal behavior is to punch things to death to preserve weapon durability. As far as I can tell, there is no way to access the options menu from the game. This issue would be somewhat less bothersome if you could fast forward, even if you still need to do a lot of meaningless clicking.
Also, the poison area is kind of miserable because, unless you have extreme patience and precision to get exactly the roll you want, it's basically unavoidable to trudge through most of the area with poison from one encounter to the next. It would be nice if resting helped with statuses, even if it only did it partially.
Does getting replicas of an artifact do anything or should we just sell them? I got two copies of the glove (Adds a 5 to every reel) but I didn't know if the second glove was doing anything.
Also, the glove adds a 5 to the healing staff, but the 5 there doesn't do anything when proc'd. I feel like that might be an oversight, but I'm not sure.
Yeah most artefacts are scalable. Getting two gloves adds 2 5's. The only non scalable I can think of without looking back at the project is the shield, but you should not be able to get multiple ones.
Loved the game. The graphics are pretty, the gameplay loop is fun and the idea of using roullet's instead of dices is novel and really fun, it feels like even the randomness has an element of skill atached to it. Great game)
I'm really enjoying this game! A bug report: refreshing the page midway through a run has several probably unintended side effects. Weapon durability is restored to max and all my artifacts are gone. I was having a pretty good run but my computer restarted overnight and now I don't have my armor and bracelet and stuff so that's a bit of a bummer. But the game is awesome and I'll definitely be following this one. Thanks!
Additionally, the continue option is available after beating the game which allows you to replay the last dungeon with all the accumulated items and perks. I played for fun and got this result after a while.
I feel like restoring item uses would be more appropriate at the end of the floor. Maybe they shouldn't even be gone forever when you reach 0 uses, but just broken until you reach the end of the floor. Right now, you always feel it's more worthwhile to spend money on artifacts than weapons, so re-chargeable weapons sounds like they'd be more worth the gold
Okay so, I restarted the page, and it saved and the fight restarts, but everytime I took damage for the first time, it got stuck again. Hoping to be fixed!
Basically like this from the page restart Continue -> Battle screen -> Damage roll to the enemy -> Enemy damage roll to myself -> Got stuck on this state
← Return to game
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Cool concept! My main two criticisms are how limited gold is early on and the fact that, at least from what I got in my playthroughs, upgrades and items lean towards defense over offense, which lead to battles consisting of chipping away at opponents that can do little or nothing to stop you. A particularly egregious case was against two reptilians who couldn't damage me due to defense items, only inflict confusion. So I sat there doing one or two damage every other turn or so for about 10 minutes...
fun game. I got three of the bracelets that increase your base damage.
Really cool concept, I like that there's a little bit of strategy involved with the moment-to-moment gameplay as well as just strategising apart from that, nice job!
I love this game and the gamble aspect of it. Pretty visuals, catchy music, engaging gameplay🔥
I finally beat the game! It was really fun, I loved it. Can't wait to 100% it on Steam.
I usually despise turn based combat but I LOVED this game. Wishlited on steam!
i like this game but idk where's the roguelike part
rogue'like' is a random game everytime with the same core gamplay loop, are you looking for rogue'lite' where you get meta progression to help enhance a later run
Oh that's it. Thx bro
TL;DR - no checkpoints/respawns, probably a roguelike
Roguelike in simple terms is: when you die, there's no save/checkpoint, you have to start at the beginning again (The name comes from the 1980 game Rogue, fun fact!). Hence what makes this game a roguelike! (:
Like the other individual said, roguelite is where you still start at the beginning, but you can use your progress toward future runs
(Hades, for example, is a very popular example of a roguelite, as you don't have any run "checkpoints," but get to level yourself up outside each run.) Hope this was interesting and informative (:
Thx bro I inverted
Yr very real for that, I tend to
Fantastic work! It has potential. However combat feels repetitive, it needs a little more depth. Good luck dude!
Neat game, always like it when little numbers actually matter! Unfortunately my game got stuck after I leveled up in the middle of a fight.
When I continue a game, I lose all of my artifacts
The coal artifact makes flames spawn when using life staff, and gloves spawn 5s when using life staff as well, which do nothing
It's a neat idea (and there's a reason I keep coming back to it going "maybe this time..."), but a couple of things are making it very, very frustrating:
The confusion from the reptilians was also a lot. Suddenly I had nine 0s on each reel, which meant that I was doing minimal damage each round, which meant the combat just kept going and they wore me down.
Just some things to consider. I'm not sure it's going to stop me from coming back to see if maybe this time I can beat it....
Yeah I agree with basically everything here. Tbh, I didn't mind doing the tedious strategically correct thing because it felt like I was outsmarting the game, but over a long time I know that can feel quite tiresome. Maybe just instantly winning a fight if enemies cannot damage you at all would be a good idea?
I didn't even realize at first that you could rest more than one time. I needed to find a second rest spot to figure that out.
I wish the game would just give you a certain amount of gold instead of making you roll for it, missing out on gold is probably the most frustrating part.
And tbh I really didn't like items that added things onto my reels. During the lategame, I was losing out on damage by rolling fire from a coal instead of a damage number on my knife, and it felt really bad, specially since burn and poison really don't scale like your normal numbers do. Maybe a good change would, instead of adding a poisonous reel when you get a venom, make a damage number in the reel also apply poison or burn, and then it'd feel very satisfying to hit those.
Something that kinda sucks, too, is that you can't sell or get rid of artifacts, only weapons, and you can't chose not to take them. I wanted to get rid of the coal I had gotten in my winning run somehow, but there was no way to do it.
Oh! Yes, also that thing about artefacts, especially since you don't even get to choose which ones you get from a treasure chest. It's absolutely the case that adding poison or burn to a high-powered weapon just waters it down.
I absolutely adore this central mechanic. Really innovative and really fun. I will be wish listing on steam!
really enjoyed myself, bit of luck and skill involved. Final boss was a little underwhelming. If you have all armour pieces it's super easy, other than that I quite enjoyed myself! Would love to see a larger verison of this game in the future
The drum-based roulette battle is quite innovative! The pixel art is beautiful and fun to play (*´ `)
Very nice short!
Do for Mac/IOS! Great concept!
HOW TO WIN: read more at ur own cost
Get the morning star warhammer and dont sell your sword! you will need it plus get the healing staff
Cool concept! But have some issues onn click using android.
Yeah I use kind of a weird system for the game to be pixel perfect. It's a known issue I know how to fix it, haven't got around to do it yet
Very good game. Continue.
I beat it!
It gets a bit tedious at times, but realizing this isn’t as random as you think (you can time when to stop the roulette) makes it less frustrating and more appealing. I also like the push-your-luck rest area.
One thing I’m not sure how to rectify without taking away the ability to manually time your stops… When you have burns/poisons fighting against enemies with burns/poisons…so many reels per round, making battles feel less snappy.
Poison is quite strong. Burn is capped at 3 per and disappearing right away, so it always feels not worth it compared to weapons that can deal more especially once you can get more than 3 per reels on average.
There should be a way to access the settings in-game.
I have not found a way to peoperly clear the game without a shield, and with one the run becomes a test of patience.
Art is very nice to look at, I like it. I also like that every enemy has traits you can learn.
Overall, a pretty fun demo
Tropppp biennnnnn !
Cool game wish there was more player agency and desigion making though
I CAN'T STOP GAMBLING
I have a question, what's the difference between poison and fire? Are they calculated differently when doing damage?
Also, I haven't figured out how to get rid of artifacts, which is annoying because sometimes I'll get an artifact I don't want randomly from a chest and then I can't get rid of it.
I think fire disappears after a turn no matter the number (I THINK) while poison stays.
Fire is all used at once, so if you have 3 fire, it is three reels. Fire disappears as soon as it is rolled. Poison has the same amount of reels, no matter how much you have.
I love this game such a cool idea to combine gambling/rng mechanics as a core feature of gameplay!!
Fun game, but I would love a way to recharge the uses of my weapon
Pretty fun! For some reason, I had the best luck for health but the worst luck for money lol. All my pulls were +10 HP whenever I leveled up.
Same here lol I only get 1 non-HP upgrade in my entire run
Cool game.
I think there's a bit of an issue where the game incentivizes extremely tedious behavior. The main culprit is the shield, which can negate many enemies, especially if you also have the armor items. This results in a situation where the optimal behavior is to punch things to death to preserve weapon durability. As far as I can tell, there is no way to access the options menu from the game. This issue would be somewhat less bothersome if you could fast forward, even if you still need to do a lot of meaningless clicking.
Also, the poison area is kind of miserable because, unless you have extreme patience and precision to get exactly the roll you want, it's basically unavoidable to trudge through most of the area with poison from one encounter to the next. It would be nice if resting helped with statuses, even if it only did it partially.
Does getting replicas of an artifact do anything or should we just sell them? I got two copies of the glove (Adds a 5 to every reel) but I didn't know if the second glove was doing anything.
Also, the glove adds a 5 to the healing staff, but the 5 there doesn't do anything when proc'd. I feel like that might be an oversight, but I'm not sure.
Great game, by the way! Has a lot of potential
Yeah most artefacts are scalable. Getting two gloves adds 2 5's. The only non scalable I can think of without looking back at the project is the shield, but you should not be able to get multiple ones.
Yeah the healing staff glove is an oversight !
Loved the game. The graphics are pretty, the gameplay loop is fun and the idea of using roullet's instead of dices is novel and really fun, it feels like even the randomness has an element of skill atached to it. Great game)
Made a video
I'm really enjoying this game! A bug report: refreshing the page midway through a run has several probably unintended side effects. Weapon durability is restored to max and all my artifacts are gone. I was having a pretty good run but my computer restarted overnight and now I don't have my armor and bracelet and stuff so that's a bit of a bummer. But the game is awesome and I'll definitely be following this one. Thanks!
Additionally, the continue option is available after beating the game which allows you to replay the last dungeon with all the accumulated items and perks. I played for fun and got this result after a while.
Now that's a rare item. Also, negative xp. I knew this would be a possible exploit, love to see someone push it this far
Is there a way to repair items? That would be amazing. Also, when you quit and then continue your game your weapon uses and your artifacts reset.
That would be cool indeed, maybe I'll add that to the shop
I feel like restoring item uses would be more appropriate at the end of the floor. Maybe they shouldn't even be gone forever when you reach 0 uses, but just broken until you reach the end of the floor. Right now, you always feel it's more worthwhile to spend money on artifacts than weapons, so re-chargeable weapons sounds like they'd be more worth the gold
Interesting
Definitely.
Pretty cool
Very cool and simple gameplay! (I`m not so lucky eh) Graphics are cute
I got stuck at some point </3
Great game though, I'd like to buy it on the steam release someday!
Okay so, I restarted the page, and it saved and the fight restarts, but everytime I took damage for the first time, it got stuck again. Hoping to be fixed!
I never encountered this. When exactly do you get stuck in the battle loop? Before attacking? Before the monster's attack? Statuses?
Basically like this from the page restart
Continue -> Battle screen -> Damage roll to the enemy -> Enemy damage roll to myself -> Got stuck on this state
I found it occurred when I attacked the hydra before the will'os
when i tried to ply fr the first time the game just restarted? i lost all the progess.
Great game - just one more turn!