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The game felt a little repetitive, but I really love the system here. I'm a tabletop creator myself and this was super genius the way you level up unused dice and reduce dice when you deal damage against a blocking die. Such a clever idea! 

I really hope you keep working on this, I'd love to see it become something even bigger! 🥳 

- ✨Beth

(+2)


Extremely fun, beautiful and addicting, but can be a bit cheesy sometimes. I found myself repeating the same strategy.

I call it: "3 + 1" where you use 3 dice to win the initiative, use 1 in the attack, and save the rest to boost. Do that enough times and you just have better odds to win the fight, it's just Mathematics. It can be a bit boring because now you have 12hp vs 12hp but you have 12,12,12,12,12 vs 8,8,6,4,4. And all you need to do now is keep rolling 3 dice for the initiative and 2 for the attack/defense, you don't even have to think, it's quite braindead but it works... Unfortunately  

(+1)

I used the opposite strategy.  One die for the initiative, and three die for defense.  Boost the one you don't use.  It involves a little luck, and if you get defeated, your dice get smaller, but that only happened with the final boss when they had 4 speed

Interesting strategy, same idea but inverted, just gotta be a bit lucky in the defense so you don't take any hits, but the same thing still applies for the initiative.

(+1)

One of the things I love the most about gamejam games, is that they don't overcomplicate their systems. The basic dice mechanic, combined with roguelike elements makes cheddalier not only instantly accessible - but after taking a few rounds to understand how combat works, has the "one more turn" vibe I get from games like Slay the Spire. 

Hecking great concept and I would play so much more of this. 

This is such a huge compliment, thank you SO much!