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Well I was not expecting to see a card thrower in this jam but it was interesting to see, also the effects of them hanging around and not causing that much lag was interesting.  Made it very clear how many times I missed in my endless storm of cards.

As for the gameplay though I will say I'm not really sure how much the dice actually factor in?  There's the difficulty roller (which was a little vague for me) that takes awhile to get a new difficulty.  Which made trying out a higher difficulty quite difficult in my experience.  Though that is randomness for you.

What was a little weird though to me was how to go about actually doing it originally, it's a little vague on the fact that you need to click the actual "ROLL" text.  Rather than say the dice, or an interact button, or shoot them etc. though not the worst definitely not the most helpful UI there.

Otherwise though there's some interesting layout sin the dungeon but there's unfortunately a relatively powerful strategy of just stand in the entrance abusing there range limit of enemies to get in a bunch of free hits and then dodge back and forth in the area while they attempt to shoot and they're not really able to.

It even really worked on the boss which sort of trivialized it, since it gave you a way to hide form the majority of the projectiles.  I feel like forcing the player into the rooms could solve this.  That way there's no retreating through the hallway and such to safety.  Though then there would have to be more cover inside the rooms to compensate.

Overall though an interesting setup that's a little vagye on feedback sometimes. but with some cool basics of a combat system for sure.

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Hello, my friend. Thank you for your feedback and compliments; I appreciate you staying in the game long enough to make these observations.

Well, the way I saw it, I didn't have to literally follow the theme, I just had to build around it in some way, and what I did was randomise most values from 1 to 6 and add enemies fitting the theme (might not fit the theme that much but i guess it is what it is)

I just focused on implementing the 2d platformer main menu and didn't have much time for further polishing, that might be the reason why the UI isn't very user friendly.

and it's true that the map design was not very good, due to the lack of time, and given more time, I would have probably thought of better layouts for the rooms.

I considered forcing the player into the rooms, but when I tried it, it proved to make the game more difficult, so I scrapped the idea because the game was already too difficult under certain conditions.

and thankfully I have finished fixing most of these problems in a newer version of the game that I'll be updating after the game jam is done, and I'd appreciate you giving it a retry then.

Thank you for the detailed feedback, and I'm glad you liked what you liked.

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I'd definitely be up for trying a polished version post jam, and I definitely agree on not having to follow the theme literally, you just go along with it however you interpret it.  All I was meaning was that it didn't significantly impact the gameplay.  That's not a bad thing, just made it a little bit more of a background thing.

Makes sense on the forcing players into a room increasing difficulty as well and layouts being simplistic, obviously it's only 48 hours there's only so much to do.  I'm mostly just talking hypotheticals and such based off what I can see when I'm writing stuff up just to give ideas and such.