New Dicey Dungeons update! v0.8 introduces a new class, The Witch!
You can play it here: https://www.terrycavanaghgames.com/dice/8/
Hi Terry! Love the new game, and your work in general.
I do however have a slight bug to report: at least on the html5 version, when playing the Thief, I got a full black screen in the middle of the fight against a Skeleton. It happened in both my Thief runs, during the same enemy fight, but on different floors. I’m pretty sure that both times the screen went black immediately after the skeleton’s turn, before giving me my options. Nothing responded and resizing didn’t help (yeah, wishful thinking).
Also, I would be inclined to buff the witch and nerf the warrior, so that all runs are of equal difficulty. It seems to me the latter gets kinda free once you can bash with shield, since the shield value is uncapped.
I hope I was helpful. Anyway thanks for your games and keep on being awesome!
Witch is pretty wild. Much harder to think about any sort of optimal move for a turn! Haven’t quite got the hang of it but loving the thinking!
In an unrelated subject, Terry, the recaptcha protecting your “contact by email” section is broken remotely and unsurpassable; please take a look, thanks.
I had the same problem as Ivain did — Thief vs. skeleton, black screen that effectively ended the game.
Another bug report: thief vs the lvl 4 knight: if you steal his tower shield you can’t use it because the place to put the last die is off-screen.
I was playing as witch and got a black screen, my browser console had this error “uncaught exception: Error: Trying to create equipment “Acid arrow_downgraded” from template, but cannot find a matching template in equipment.csv.” which might be related
Thank you! That console log is super helpful!
On v0.9.1, playing Thief:
If the Thief’s mirrored attack is a large square, and the opponent makes you silenced, the mirrored attack box goes off the screen.
Dear Terry, I LUUURRRVV your games. You’re one of my very favorite devs. So I am going to buy this one no matter what, but I just wanted to note that I am part of a kind of gap in your player base that you might consider carefully how to try and draw into this game.
I love twitchy 2D action (VVVVVV; beat all Super Hexagon levels, FML) and also logic puzzles (Naya’s Quest; all praise increpare and J. Blow) but I never was able to get fully absorbed or confident with this type of probabilistic, soft-optimization game with a big deck of monsters and powerups to slowly, progressively digest and evaluate. I just don’t quite grok, and I know I’m not alone even though the genre is popular.
So anything you can do while designing this game to ease/illuminate a way into deeper strategy, for players like me without a long background in Eurogaming and the like, would be very much appreciated and I think worthwhile. A first step would be to try if at all possible to make the game fully playable by keyboard. The extensive hotkeys in FTL were a big part of why I got further into that one than any other. It meant that even if I was going to play crappily, I could at least play quickly.
In my opinion, the witch is very difficult to use. I can rarely get past the 3rd floor. Also, I’m not sure if this is a thing, but the amount of chests while playing as the inventor seems to be multiplied. I really hope that wasn’t just dumb luck, but an actual concept. If it is, it’s a good one 9/10
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