I am not finished testing (see the reason below!), but I already have observations to make.
Notes:
- There are two apparently identical images (the thumbnail) on the game page, this may be a (small) mistake. ;)
- Just reading the description, I see you tried to be imaginative in how to use the die in the game. (… I am not saying that because my game also focuses on the top face. :p) And just starting the game, I also notice you did not use a classic die, but threw some card suits in it, which is another originality. (… I am not saying that either because my game once again used a non-standard die. :p)
- The music is funky/jazzy. B) I like it.
- I also think the visual style is very nice, well done! And the context of a casino table for the ground is brilliant. This reminds me of games where you play as a tiny element in a mundane setting, such as the witch’s sinks in Mr. Nutz.
- The WASD are QWERTY-only, but you also enabled the arrows, thankfully. There is a way, in general, to get the physical locations of the keys rather than their symbolic ones, which is sweet for those that possess other layouts, such as my AZERTY. (How many times am I going to repeat this? This is starting to resemble Groundhog Day! XD)
- Just reading the instructions and playing a bit with a die, I get a feel this is a great idea. It mixes reflection and action. I am enthralled up to now. :)
If I really want to nitpick, I would ask why you used the same type of attack for clubs and diamonds, but that would be mean. - In practice, it is a bit hard to adjust to the attack selection system, but this may be due to lack of training. It is great that you thought about differentiating the suits with colour (and not only shape), so the player can process timelier what weapon to use.
- Oh, having reached the end of the second level, I see ‘COME’ written in big red letters in the center, but nothing happens if I go there! <:o Is this a bug?? Should I be able to proceed any further? I would like to know so I can test a little more. (Although I am already very sympathetic to the game; but I would like to see if I can adapt with some more gameplay and levels.)
- A practical remark: I think putting some indicator (a UI element, for example) would have been useful to the player to know which faces of the die are where, as this is not obvious given the fast rotations. I should know, since I had the same problem and decided for a UI representation of the cube.
I just need to cross swords with some more level design and fighting to have a more complete opinion, but I already think it at least verges on greatness. This may be one of my favourite games so far. :) (Although I have not tested that many, because I tend to be slow out of perfectionism… X))
PS: seeing SMURF_GAMES’s comment, the game really ends after level 2… ._. It felt so short! I guess you did not have time to continue. Anyway, great prototype.
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