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(2 edits) (+5)

I like the colors and the art definitely has personality. It's a fun little romp, I got to round 14 before I got clobbered. 

Enemy variety is decent. Gameplay isn't terribly original though, but that's fine. I would've liked to see some more wacky upgrades to get rather than simple buffs, but it was a short jam so eh. I feel the aim is off from the mouse so it was unnecessarily difficult to aim, as well as the projectiles just seeming to occasionally phase through enemies, and the sticky wall geometry all take away from it a bit. Also I feel the dice theme is pretty weak here, the enemies are dice and it's aesthetically dice adjacent but that's about it. I get you get more money if you kill on the right spots, but the feedback for this is kinda weak so it feels like nothing is happening, and I thought at first the dice had to be on the square but its the other way around. It doesn't feel like the most engaging risk mechanic, and the game gets so chaotic there's not really time to be trying to kill enemies in specific spots y'know. Past a certain point you're much better off trying to kill everything as fast as possible. Maybe feels kinda like the mechanics are having an identity crisis. 

Oh and the music bopped, and the voice clips were fun, wish there were more of them. Good job though, it's good to learn from where you went wrong, but it was still fun after all. So everyone that worked on this should be proud

(+1)

Bolt, super valuable feedback and thank you for taking the time to write out an in-depth response. Super appreciate you and all your viewpoints. You rock :)

(+2)

Hi! Thank you for playing!

Of course this is easy to say, but we did have more plans for the game - unfortunately the 48-hour time period got to us so we didn't get to implement a lot of things we had in mind, including but not limited to: more upgrade types, special weapons, more enemy tops, hazard that'd appear if you killed specific enemies while on the wrong tile, things like this. I agree as of the bullet hell part where it's mostly easier to just kill enemies right off the bat, however, for some of the people who have been grinding high score waves and got quite good at the game; this didn't happen for them until approximately wave 25~+, at which point it was getting stale due to lack of content anyway :D

Either way, thank you for your feedback, it's much appreciated!

(+1)

I always feel slightly bad about criticizing jam games knowing the time was so limited, but since jams are like the essence of your game dev skills boiled down, i think its really useful to see the areas youre lacking, as well as it kind of doesnt hurt that much to be criticized in a jam since all faults are always excusable due to the time limit. Its kind of the best of both worlds. Anyway im rambling, thanks again for making the game! P.S. The more jam games I play, the more i feel the "dice" complaint isn't super fair. Most games (including ours) suffer from this because dice is just a really difficult theme to make engaging. 

(+1)

Thanks for playing and providing so much helpful feedback, Bolt! I do wanna take responsibility for the feedback connecting kills to areas being weak - there should have been payout info on the table and I dropped the ball there! And I definitely agree that jams boil things down to the essence, but there's always a balance between what you can do vs communicating with a large team and keeping folks on the same page. So I'm gonna hijack my own comment to thank my team, too - I super appreciate them seeing me through my first jam here.

Thanks again for playing, and I'm really glad you enjoyed it!