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(2 edits)

I like the cinematic aspect the game has: the moving camera angle, how information is integrated to the scenery (as in some films’ opening credits), a (simple) scenario to justify the action.

Some remarks/suggestions:

  1. I think some subtitles would have been useful for non-native English speakers, as the bartender speaks relatively fast (and with a modified high-pitched voice).
  2. I think the game would be far more playable if you had these two things:
    1. The shape of the hand should be more in a clasp (as a non-English native speaker, I am not sure this is the proper word; I mean, like a basketball hoop);
    2. The trajectory of the dice should rather be a parabolic one, instead of falling flat. But maybe point 1 would be sufficient.
    With the current configuration, even if you touch the die, the hand’s inertia can eject it sideways.
  3. Once you have failed, you are forced to rewatch the whole introduction to try again, which is impractical; it would be good to allow the player skipping it.

You want to check with other people, but as for me, catching a die is quite difficult! A bit too much so. I could reach the second part of the dialogue, but not further than this… Actually, you can stay without moving until the fifth or sixth die, but then, a collision takes place and makes a die fall, so you are bound to move and the inertia problem kicks in.

Your interpretation of the theme is quite literal and at the same time original, I think; I did not expect a dexterity game. :)

The problem I see is that physics/parameters is/are critical in such a game, and it would need some tweaking to be more reasonable. Well, except if you intended it to be difficult, in which case, well done. XD

I am a bit frustrated not being able to get what happens next, if something happens next; I shall try some more. ;)

hahaha I like the spirit! And thanks for all the great suggestions! I got a lot of my inspiration from the rage game " getting over it", and the idea of having to start all over again at the slightest slip-up. Basically, it's a rage game. However, it does have a secret ending, an ending which took as much time as the rest of the game combined! Also I find it quite funny how you thought my voice was artificially pitched up! 14 year olds can be good gamedevs too you know. (I actually spoke in an accent and pitched it down slightly so it would sound like your stereotypical guy in a pub, but I clearly failed miserably lmao)

Anyway thanks for all the feedback! I'll definitely get back to work on it once the jam is over.

(1 edit)

Thanks for the answer! :)

Basically, it's a rage game.

I get it, but I wonder if this is a good strategy to put a rage game in a game jam where ‘Enjoyment’ was a criterion. ;))

However, it does have a secret ending, an ending which took as much time as the rest of the game combined!

The sad thing is I am willing to bet many players did not get to it… ._. (I will try again in just a moment, because I am obsessive!!)
I know how it feels to invest an unreasonable amount of time in something players notice far less.

Also I find it quite funny how you thought my voice was artificially pitched up! 14 year olds can be good gamedevs too you know. (I actually spoke in an accent and pitched it down slightly

I wasn’t sure it was pitched up actually, but I felt it was modified, which it was. X) And I guessed you might be a teenager, but some have a deep voice! ;)

so it would sound like your stereotypical guy in a pub, but I clearly failed miserably lmao)

You should get Jon St. John for the dubbing! Anyway, it’s no big deal. I like it when people use their own material (sound and visual) instead of premade assets, it gives some more personality.

All right, let’s try this die catching challenge again, then! X)

PS: aaaah, how could I miss the big SAFE on the ashtray! Players can be careless, cometimes…