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Looking forward to next years game!

(+1)

Quite an elegant design! I liked how the game evolved, not just by increasing the difficulty but also by adding new mechanics. The limited items storage also brings a nice balance.

I kinda wish 1s were considered adjacent to 6s, that way randomness would have a smaller impact...

Fire Potion says it deals 2 damage but as far as I can tell it only deals 1 damage.

Fun, simple, strategic! Thanks for making this, I just need to get 37pts now…

(+2)

You mean 38 ? :F

are items used automatically? or do I have to do something? what do I have to do?

Items are used automatically

How do you use items? The concept is intriguing but I don't understand how the interaction with monsters unfolds 

Well, I have figured it out for the most part. How does leveling up works?

(+1)

So, it's a really fun game, but I would love a description of what certain abilities do. 

Slow, for instance.  Club has 4 (Slow) that doesn't seem to do anything.  I take damage, and don't actually kill the monster.  If fast damage dealt first, and slow dealt after you take damage, that would make sense, but I can't figure it out.

It also took me a while to realize that the compass was for passing a loop.  lol.  

But yeah, it's fun!    

Thanks for playing!

Slow weapons deal damage when you leave a square. Equivalent to after taking damage, I think? I thought it was clearer like this, but you aren’t the first to be confused by it. 😅

(+2)

This is an absolute blast. Who would have thought a monopoly roguelike would be so much fun? Every design decision works so well together to make a really tight experience.

Hehe, I’ve had “monopoly roguelike” on my ideas list for some time. Initially the compass square did say “GO!” but I thought maybe it was too on the nose!

Thanks for the nice comments.