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(+2)

I have just tested the game. :) (I could not before the end of the voting period, I had too many games to test, unfortunately… ._.)

Semi on-the-fly remarks:

  1. Sweet title screen, both the music and the rotation. :)
  2. Controls are QWERTY-only instead of layout-independent. (I have an AZERTY keyboard.)
  3. The concept works; some kind of moving variation of coconut shy.
  4. I am not sure how I am supposed to gauge the power and angles (both left-right and up-down) for my throws; does it have something to do with how long I click and the movement of the mouse? It looks like the longer I hold the left mouse button, the slower the throw is, but I would not bet.
  5. I get it better: throwing from higher allows the die to fall more. Nevertheless, I still have a hard time hitting those cards that manage to get close to me.
    Found a last-chance strategy against close cards (some kings, for instance): chain-generate dice when they arrive near the hand.
  6. Tilting the board may be only moderately useful, but I am unsure.
  7. Ah, the music seems to change once the jacks come in! :) It looks like (I may be wrong) there are no other musical layers for the following types of cards, but it would have been nice too. (Maybe did this take too much time!)
  8. I managed to hold longer on my third attempt, and reach a score of 146; I do not think the game continues after the kings (well, except if you made aces ;)).
  9. Seeing the gameplay video at about 1:46, it looks like it is expected that close cards are difficult to target.
  10. I guess the bounces of the dice depend on their shapes, which is a nice idea to make use of the dice concept. :)
    Maybe you could have also used values (whether numerical or symbolic) on the dice, so that they have some varied effects (area of damage, and so on).

I think it is a nice minigame, but that it could benefit from giving more control (and variety) to the player, both in how things respond to tilting, in how you can throw, and possibly some funny effects linked to dice values. Maybe the dice value suggestion would have been too ambitious, but I definitely think that allowing mouse movement to influence the throwing direction would have added to the fun of getting all those bounces!

As a final note, I also like that you put cards as theme-related elements. :) (I know Loaded did the same, using giant spades cards as enemies!)

(1 edit)

Thank you Mossieur for your kind words. I made the music and the graphics and I'm glad you noticed the "adaptiveness" of the music. There are actually 4 different tracks playing together, all muted except one. Once a card gets sufficiently close to the player, one tracks unmuted, already synchronized with the others, adding more layers and tension to the mood.  Also (as you can notice, I'm proud of the sound design), the sound effects are all tuned to the tonality of the music (buttons clicks are pizzicatos F and the impact of the cubes a marimba an octave lower, using notes from the pentatonic scale in F, with an higher probability to play the tonic).

Being this our first jam, we focused on shipping a "barely working but also complete" game, without focusing too much on gameplay twiking that makes the game "feel good to play". Same for the QWERTY layout. There's a whole world of accessibility options or settings to implement (all of them requiring knowledge and time). We just hoped most of the people had a QWERTY keyboard (and Windows as OS).

Anyway, I really wanna thank you far taking the time to write your thought, we are both (well, at least me)  very happy with what we were able to make (as our first jam).

Have a good day