Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
(4 edits)

Just finished testing the game! :)

Various on-the-fly comments:

  1. Ah, I see the game really switches the screen resolution (first one that does it to me !).
  2. Some texts overflow a bit out of the screen (such as what I infer is ‘progress’ in the instructions).
  3. You even included a level selection screen, nice! :) I think the menu is nicely detailed, especially the instructions.
  4. I think it is a bit harder to get the configuration of the die in top-view 2D instead of (pseudo-)3D, although the die net/pattern is a great help. Actually, I had thought (and tested!) putting such a pattern in my own game, and preferred the alternative pseudo-3D display of a cube (my version — which is a bit rough and could be enhanced — can be seen in the screen captures, if you wish to see what I am thinking of).
  5. I think the red square showing what the next top side will be is a great addition. For the record, Marimbla goes out of its way to give the player the projections of the die according to all movement possibilities; your idea is also useful.
  6. Ironically, the mouse control you decided on would help those people that have trouble getting used to keyboard controls in (pseudo-)3D perspective, but keyboard controls would have been totally fine in such top-view 2D. XD Nothing serious, I just got accustomed to keyboard controls. :)
  7. Great that you put the main gameplay sounds, too (movement + defeat + victory). It helps understanding what happens.
  8. Oh, because of the ending drawing, I thought you needed to have a 3, but you don’t! Maybe change the ending drawing so that there is no possible confusion?
  9. Very innovative: most puzzle games I saw were asking for a specific value to be reached for some tiles, but yours asks for broader conditions! :)
  10. The drawings are intuitive (value + comparison operator).
  11. I am solving the levels on semi-intuitions. Relatively often, you can guess that you will have to roll on a 2x2 zone to get the right die configuration. (Guess what? The same is true in my game. ;))
  12. Level VII (with conditions =4, <3, =5) gave me some trouble! Probably because of more possibilities for rolling the die on the initial 3x3 square area. I had to think more of how to get a correct state for passing the first conditional tile, although I still thought ahead on a semi-intuition instead of careful planning.
  13. I realize this was the last one! XD So, the difficulty progression seems fair. :)
  14. Technical note: quitting the game, I see everything went back to normal resolution-wise (including the desktop icons); I was afraid there would be a mess, as this sometimes happens with ‘true’ fullscreen. ;)

Takeaway: this was a nicely presented puzzle game, where I see the main idea and innovation is to use comparative conditions. The levels were also relatively difficult if you try to solve them legitimately/fairly, I think. Even through intuition / brute force, it was not that obvious.

Sorry you had this technical problem… <:( Since the voting is over, I give you what I think I would have chosen, for feedback purposes (so you can try re-computing the final result counting it!):
Enjoyment: 4 / 5 (the level design was fair to good; not 5 because maybe more variety or a way to have the player not use brute force easily but still be able to solve would have made it even more pleasant)
Creativity:  4 / 5 (because: clever core mechanic for the tile conditions, although several entries also thought of the classic rolling die with printed tiles; not 5 because of this latter classic aspect)
Presentation: 4 / 5 (the tiles are simple, but you managed to take care of a clearer UI related to how the die moves, the menu with instructions and level selection is nice, the sounds are functional, the tiles are functional including using an implicit colour code; not 5 because some solo entries were prettier — animation, colours… I am thinking of the beautiful diSe)

I realize these are (very) good marks, especially considering you were alone in doing this and this is your very first game! :) And this is yet a different take on die puzzle games; all I saw were different. (DOS, mindDie, Marimbla, Face Value, diSe, very good game, and mine.)

Great job, it was a totally worthy entry. :)

(+1)

Thank you so much for the kind words and feedback, it is possible that I revisit the game in the future but for now I happy that people had some fun with it.

You are right about the 3D view, I originally wanted to have the game render in 3D but I'm not that familiar with any sort of 3D game engine and creating my own isometric renderer seemed a little outside of my 48h window. There is some spaghetti code left over from when I tried to implement animations between frames that I think would have helped in selling the movement more but it was not to be.

I appreciate the score but competing was never my aim, I just wanted to push myself. I've wanted to make a game for so long but projects where abandoned and I couldn't find time, et cetera, et cetera, but signing up for a 48h was manageable. The game didn't need to be perfect or indeed function, what maters to me is it's a start and I now know what it takes to make a game and where I can improve.

I'm glad you enjoyed it.

I'm not that familiar with any sort of 3D game engine and creating my own isometric renderer seemed a little outside of my 48h window.

Actually, it turns out that implementing (isometric or other perspective) pseudo-3D is quite fast! :) For my second game jam (where I needed it because the levels are multi-layered), I was worried this would be an aspect that would take time, and it was a matter of only some minutes! X) What you really need are only some positioning formulas, taking care of rendering depth (generally either by drawing according to increasing {x + y} or by setting some depth attribute to x + y), and have the visuals.

You should definitely try, you will be surprised how quickly this should work. ;) Well, I am not familiar at all with using PyGame, but at first sight, pretty much all game engines APIs should be able to do the trick. The depth issue can get easier when there is a depth treatment for drawing, but even this is not mandatory (see above).

There is some spaghetti code left over from when I tried to implement animations between frames that I think would have helped in selling the movement more but it was not to be.

The same almost happened to me! XD I managed to draw my simple rolling animation in Pixilart (my very first animation with it!!) near the deadline, and got the three other orientations for free via symmetry. So, even isometric 3D is workable as to animation! :) I know since I am no artist.

I appreciate the score but competing was never my aim, I just wanted to push myself.

I agree competition is not the real goal, but this was more of a way for me to quantify my observations. :) It’s interesting to know where there may be room for improvement, how such thing was received, and so on. I see it as a complement to the main and more important written review. ;)

I've wanted to make a game for so long but projects where abandoned and I couldn't find time, et cetera, et cetera, but signing up for a 48h was manageable. The game didn't need to be perfect or indeed function, what maters to me is it's a start and I now know what it takes to make a game and where I can improve.

I know the feel. ;) Good job with your game, you have something to be proud of and the start of a portfolio! :)

Keep it up!

The problem was the rolling animation, I can render the level just fine, but because I wanted animations mathematically perfect I had two options.

1. hand craft 48 separate animations depending on the dice orientation

2. render the cube procedurally.

I did nether.

1. hand craft 48 separate animations depending on the dice orientation

Oh, you mean having the numbers on while rolling! I see; I was thinking just showing the rolling without the numbers — as a little trick, you can even make the die seem a little blurry while it rolls (fast). (I was considering not displaying the numbers while rolling in my own game as a simple solution. A moot point, since I ran into trouble displaying them at all. X)) Seeing the rolling animation plus the numbers before and after the movement is enough for the brain to process what is going on. For a cool example (which is not isometric, but still in a bit of perspective, although only really displaying the top face, but this is beyond the point), see The High Roller (Hardly Working Inc), where I thought this caused no trouble.

I agree this gets way more complicated in you want to have a true fully numbered/displayed animation, a problem I quickly identified when thinking of how to display things, but sometimes, you have to swop realism for efficiency! Especially when pushed for time.

I couldn't agree more.