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(+1)

Rittzler!! The gamefeel on this character controller is amazing! Even without the die the general feeling of the jump, dash, spin, etc all felt phenomenal. The character design is great too.

I did find controlling the die pretty tricky and unintuitive - I found myself wishing that throwing the die was one static distance and not an analog charge, so that I could get used to the feeling of throwing it a set distance, catching it, etc. I also wish you weren't quite so limited in movement while holding the die - there were many times where I wasn't sure if it was more optimal to basically just dumpster the die while I platformed myself just to call it back, or to actually fight with it to get it to go where it needed.

I guess it felt like the die was more of a hazard rather than an integral part of the moveset, which imo is a shame because the few times I did manage to pull off a throw - dive - catch - double jump - dive - spin felt utterly incredible.

Still a 5 star entry all around. Fantastic work.

bless wave, very kind words!

this is some very interesting feedback, although i do think it does come down to a bit of a difference in philosophy. while i could've done an infinitely better job of teaching the player and giving them a better environment to come to grips with the mechanics, i dont think i'd change the core design too much.

i enjoy that the dice is something you have to be more considerate about, and not a basic ability you always have in the vein of something like cappy. you never have to worry about cappy, he's always conveniently ready for you, but the dice here is something you have to put more consideration into how you handle it. 
that said, there is still more of an intended way to play, and the low mobility when holding the dice feeds into that. holding the dice is the safest state you can be in, so if you had more mobility you'd just hold onto it all the time.

i hope i'm not sounding like i'm blowing you off or anything though, i do appreciate this feedback and who knows, i might feel differently next week or after seeing some more people play it, haha. I'm already thinking about other ways to take "platforming with an object" and most of them have it something youre much more free to use- but for this game in particular, i like being a bit more of a bother, i suppose lol.

Totally valid!! Definitely a difference in philosophy but the fact remains you created an exceedingly polished and fun game in a super short time - I'm sure with more time I'd come to fully appreciate the nuances of the die as it's implemented.


Oh yeah last thing - in one level I managed to accidentally clip the die out of bounds. Was able to call it back but definitely lost that round. Is there a quick reset button?

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"Back" on controller and "T" on keyboard. Says so in the page description. There's even a fun glitch that lets you explode twice if you press reset when the timer runs out.