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What a bonkers, weird little game. Well done and congrats on submitting!

I liked the retro feel of this game. Almost felt a little like Mega Man Battle Network with the opposing grids and active combat. The theme is goofy and stands out, too. Always a plus.

The gameplay falls a bit short for me. While it's on theme to have dice determine a random result, the reality is that the player needs some way to actively participate in that process. The gameplay loop here is very similar to Monopoly - roll dice and hope for the best. The only meaningful choice the player has is where to stand, but the simple enemy attack patterns mean even this choice is really just "in front of enemy" or "not in front of enemy". The number of 'do nothing' rolls, or results that target a random area, also made a lot of the attacks feel meaningless, too. The grandpa was funny the first (and maybe second times), but after that, it just means my attack did nothing. Same goes for the car missing, the rocket missing, the lemons missing, the fish missing.... 

You have a lot of really cool ideas in here. Your art style and absurd world make this a very appealing place to play in, but the gameplay needs a bit more design and playtest. You still did very well for 48 hours, though! Keep making games! You're doing great :)

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i 100% agree with you! We ran out of time and had to settle on one basically identical attack for each enemy. The dice attacks needed a lot more thought. We mostly just took the 1st things we came up with because of the time restraints. It was my first time making an isometric game and I struggled to get the attacks to line up. It would have been cool if after each enemy, you could upgrade some dice rolls like, double fish and they’re only on the enemies side or homing doge rocket. But for the time limit, I think it turned out pretty good. I’m proud of the crazy goofiness 😆 Thanks for the thoughtful feedback!

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The important parts are that you're happy and that you learned something from it. :)

Yeah, this whole jam is filled with people tackling the incredibly difficult task of designing SIX abilities to randomly award. You went a step further and went for... however many. It's more than 6, right? It's ambitious and super difficult to make every one feel meaningful and fun. 48 hours considered, it's a super weird little game and I love that  

Thanks so much for the review and awesome feedback!! We were discussing this actually.