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(+3)

You have a fitting game name with that 3D! Well, we have a main difference in "D" size :D

The hands, the animations, the effects are gorgeous.

I liked the idea.

I think what's missing is the feedback of when our character gets rerolled. I figured out that it re-rolled automatically when it gets damage. But I suppose playing as a certain class is limited by the time.

For classes with melee weapons, I didn't have enough range. You have to wait for the enemy to get close enough to you so you can hit him. However, the weapon is quite short, and you might just take damage from an approaching enemy. And you'll get re-rolled again. The risks for such class are much greater than from characters with ranged weapons.

A visible camera field prevents you from running away from enemies.

After all, our monitors are larger in width than in height. Consequently, I often died because I was running down from enemies and taking damage from an enemy suddenly appearing from behind the screen. It would be nice to make the camera farther away from the player in such action (you can remember Nuclear throne, Vampire Survivors and other games where there are quite a lot of enemies on the screen) or shift a little in the direction of movement.

No negativity, I want your game to be better. You've done a really great job on the jam.

(+2)

Hey, the other 3D6 project :D I think you called us out on something that would be difficult to notice ourselves. We originally were going to have a countdown timer for the hand and thought it would be more chaotic without it. I think in the end we made the wrong choice. A minimap feature or some enemy approaching arrows was a feature that bounced around in my head for sure. You also nailed the feedback on the melee weapons, we wanted them to feel different but they almost feel determental. Thanks a ton for some really useful feedback!