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(3 edits) (+1)

I am not finished testing (see the reason below!), but I already have observations to make.

Notes:

  1. There are two apparently identical images (the thumbnail) on the game page, this may be a (small) mistake. ;)
  2. 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)
  3. The music is funky/jazzy. B) I like it.
  4. 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.
  5. 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)
  6. 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.
  7. 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.
  8. 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.)
  9. 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.

Glad you enjoyed the game, thanks for the long review.

1, There were issues with uploading the thumbnails maybe due to server overload.

2. Yes we thought it would be fun if the player had to constantly change between attack styles and adjust their fighting style based on their enemies and environment.

3. Yep, our music artist is quite talented :).

4. Yep, our animators are talented as well XD.

5. This was our first game for most of us, so we just followed some basic tutorials for movement. Maybe in the next Jam we can allow users custom mapping if possible.

6. The diamond and club were supposed to be different but there wasn't enough time to implement the last style so we went from something more basic.

7. The original idea was that there would also be different type of enemies as well like shooting enemies and the level layout would be more complicated so that the player has to manage their attack styles better. Even though the range enemies were completed, we were afraid there would be more bugs and animation required that we won't have enough time to implement it (which turned out to be true).

8. The "Come" was supposed to be a special upgrade like a heal or special ability if you landed the correct dice side but again no time to implement it :(.

9. Yes, that's what we thought too but it was quite hard to think of a good way to indicate the other dice sides with a UI with all the different sides and we thought it wasn't a big priority as this can make the game more skill based.

10. The game manager for managing the scenes was bugging out at the last moments so it only displays the first 2 levels instead of the 5 levels we prepared. But I guess something is better than nothing :).

Thank you for answering! :)

3. Yep, our music artist is quite talented :).

Oh! Cool, but the form states you did not create the music yourselves? :o

5. This was our first game for most of us,

Frankly, the result is impressive. Well done!

Maybe in the next Jam we can allow users custom mapping if possible.

I think programming using physical positions is simpler. (Do as you wish, of course.) I see you used Unity; according to one of DOS’s creators, Unity may now automatically check which keyboard is used, although he is not sure. You may want to look into this!

9. Yes, that's what we thought too but it was quite hard to think of a good way to indicate the other dice sides with a UI with all the different sides and we thought it wasn't a big priority as this can make the game more skill based.

That’s an interesting design choice. I tend to think it is too hard to process mentally for the average person, especially in such fast action, but that is up to debate — and playtesting. ;)

10. The game manager for managing the scenes was bugging out at the last moments so it only displays the first 2 levels instead of the 5 levels we prepared. But I guess something is better than nothing :).

Oh noes!! <:o The whole thing is better than something! X) I have a propensity to see the glass half empty.

I hope you give us access to the full thing, now. :)