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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. :)