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I really like your presentation and idea! especially the floating head and hands. 

the game felt good to play, and felt polished, lots of nice touches, like the camera shake. I think the gameplay is pretty innovative, and felt good to play, with automating the movement and aiming, and just giving a fire button, and a "nudge in some direction" button. I assume the goal of which was to free the player up to look at and strategize around their current dice roll. however...

my main critique is the tuning of the game. in the early levels, I felt like I /could/ strategize around my placement, timing, and decision making based on the current dice roll, but I didn't need to. if I just rapidly clicked on enemies without any thought, I did just fine.

and then, in the later levels of the game, I felt like even if I wanted to, i couldn't successfully strategize, because of how many enemies spawning, just rapidly clicking on enemies, and right clicking on hearts seemed like the best and only option.

I think that leveling up and getting new abilities was a cool idea, but it really made no impact on how I played, just clicking on enemies and hearts as much as possible. it never really seemed to matter what dice was up, or where I was positioned.

I played until level 11, then quit, because I was had been stable at 4-6 hearts the entire time, and the gameplay just got monotonous. 

so, I think tuning the enemies to hit harder and/or have less health, and dont let the game get too crowdy in higher levels, would serve the gameplay of actually paying attention to the dice. 

but, tuning in a game jam is basically impossible, so, great work over all!