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A jam submission

Kyubu Kyubu DiceView game page

Anime Action Puzzle Game
Submitted by eldelnacho (@eldelnacho) — 3 days, 9 hours before the deadline
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Kyubu Kyubu Dice's itch.io page

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Comments

Submitted(+1)

Hey. I played your game as part of a Demo Day stream. If you didn't catch the stream live, here's a link to the video:

You can see my other demo day 46 streams as well on my channel.

Submitted(+1)

I am not that great at this game, but it seems very well polished. I wish it was more obvious what numbers are out of view, but that's my only complaint.

Developer

Kek, I saw you play. For a first time you did surprisingly well :O, I'm impressed!

I'll work on your suggestion eventually! Thank you!

Deleted 1 year ago
Developer

Thank you Xapklier! Much appreciated! I'll be sure to try your game soon! 

Submitted(+1)

Restarting is a tad slow, especially rough in puzzle mode were bad moves are so punishing. Movement on walls can also feel a bit off sometimes ie. holding a horizontal direction on a pillar will rotate you around the pillar only once before you start moving vertically suddenly. Other than that its fun. You definitely nailed the audiovisual aspect of it.

Developer

Thank you Gator! You are the best! I'll be sure to try your game soon!

Submitted(+1)

Hey eldelnacho! I saw your high score on your page, and it disgusted me.

I play for a while today, and my top score was just over 60k in arcade mode (I don't remember what my top score was couple of DDs back when you submitted).

I was never able to get the 5x combo, and I only got 4x once. It seems like getting high combos is crucial for surviving higher levels and getting higher scores, so I will need to get better.

I like the addition of puzzle mode, and the game's sound and ui seems polished.

I already mentioned in the thread, the puzzle selection numbers, and stage numbers don't match. I would also like puzzle steps indicator to go lower than -1 to show me exactly how many moves I need to cut down to pass the puzzle.

The pillar addition is interesting, and confusing not with the way it works, but with how the controls work when you try to rotate around it.

I think I mentioned in DD comments before, I would like to see some indicator showing where next tile is going to get spawned, but I understand it may go against your design.


When the cube rotates, the game doesn't seem to accept input. I personally would prefer for the die to move faster if I mash buttons faster even if it meant maybe snapping the die to place.

I don't know how many puzzle mechanics you plan on, but I thought it would be cool to maybe see some tiles which teleport the die, and maybe other tiles which rotate the die in place.

Developer

Thank you Webie, you are the best! Lol 60k is still quite high for the average player. I'm obviously the guy that plays the game the most so I'm at the tetris expert level you see in tournaments and stuff like that kek.

Thank you so much for your comments, I'll try to work on all the points you mention eventually. I was busy getting the game out there on mobile too. There's a lot of work to be done. 

I'll be sure to try your game soon, I'm looking forward to the new updates :O!

Submitted(+1)

Yes, I am sure you got a long list of things you want to implement. Your game is already in a really good state as it is with the arcade mode.

I look forward to your feedback

Developer

Thank you Webie! Let's aim high!

Submitted(+1)

Alright I played some more, so I have more to say:

Here's my best score when I play the game from level 1

My old best score when starting from level 1

Starting from level 1

And Here's my New Record after trying the game starting from level 20 for the first time

Starting from level 20

I understand speed of panels spawned is tied to Level, and Level increases ever 10 panels collected. The Score per collected panel is 10 * level. As for panels collected by the white combo field is every panel in white field * 10 * level * combo number.

(That information is not given to player in the tutorial, nor in arcade mode starting window as far as i can tell, and I think it is pretty important)

This means the lower Levels encourage much slower gameplay focusing on getting good combos, and not clearing the board of panels as soon as they appear.

With the game becoming progressively faster the more panels you collect to the point where players cannot keep up (unless there is some high speed cap which advanced players can get used to) it means any panel collected not through combo is not worth its score, because it speeds up your defeat.

With the point above kept it mind the arcade mode has 2 possible strategies (at least at my skill level)

First one is playing from level 1, and only trying to get combos with panels inside white field, and avoiding just clearing panels when not needed.

Second strategy is starting at much higher level, where the board is empty, and the game is going to go quicker, but you got a better chance at setting up for a much higher score combo.

I do not know how other players feel about this, and I am relatively new player compared to many of your fans I bet, but I think level increases should be tied to Score, and not number of panels collected. I understand it would be a very radical change, and veteran players would probably not like it, but it is maybe something to think about when designing different arcade modes, or customizations.

Developer

OMG you are the best Webie! :O

To be honest you are the first one to mention the level progression. Mmm I didn't really thought much of this and used some simple math for the score as you mentioned, panel (10 points * level * chaincombo if any).  There's also a "Add+" button too that lets you add more panels (as in the tetris down button to speed things up so to speak) which would let you increase the numbers of panels on stage without having to wait so much for it to fill up. Just a way to speed things up for regular players. And yes playing at an increased level just adds more risk but rewards the player with higher scores, so starting at a higher level would be a good strategy too. 

I guess I would have to review it sometime eventually! Thank you!

Submitted(+1)

You are welcome. I am happy to give feedback

Submitted(+1)

Having the standard turn-based-4-direction-puzzle WASD and Z-undo and R-restart would be greatly appreciated

All the "ready, start", fade to white, text, restart etc take way too long before the cube is responsive again. Make them faster and make pressing buttons skip them instantly. This wouldn't be that important if there was an undo button, but I'm constantly restarting and watching fade to white, fade in, ready, start.

Limiting steps is kind of a lame way to turn something into a puzzle, but thats just like, my opinion man

Developer

Thank you laddie for your feedback, I'll work on all the points you made eventually. I'll try your game soon!