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(+1)

Did a really good job in tricking me to playing with that cute thumbnail and having no additional screenshots or anything. 😂

This ended up being my best run...

Really annoyed by the need to use mouse for restarting. It's never a good choice for a game otherwise fully controlled by keyboard. And especially so if the rounds (and deaths) are as quick as they are here.

Pretty neat idea that the dice are enemies and give different "rewards" on killing em. Was a bit confused at first but then started understanding after few runs. I think the 4 is a bit too punishing. It in combination with being the only option in a longer stretch of no enemies could easily spell the end of the run. I hardly ever ran out of health, the camera movement got that quick so fast.

Jumping almost felt pointless. It was only useful if you had to get to the other side of enemies which you didn't want to or have time to kill. Jumping also limits your attack options while in the air so another reason to not jump at all. The jumping on top of enemies could have also done something. It was fun jumping on em but pointless and dangerous too as the hitboxes were a bit wonky.

There was also this annoying bug where you'd end up clipping half way to the platforms which blocked your jumping and at least the ray gun couldn't hit the enemies from there at all. It was really run killing and seemed to happen more and more the further I got (ie. faster speeds). I guess it's just the player clipping through the collider edge due to fast speed. If you check the RigidBody2D collision detection mode to continuous, it will not allow bodies to go through colliders like that.

Anyways, good job! 👍

Thank you for this insightful and detailed feedback; this means a lot. That bug you mentioned has been bothering me since the beginning of the development stage, and now it's finally been resolved, thank you very much.