I see on the game page that the game was updated some days ago (7 as I am writing this); are there any substantial differences with the game jam version? I am curious to test the original versions of the games, actually. :)
Some on-the-fly comments:
- Minor note: left click is for the sword, which is displayed rightward, while right click is for the shield, which is displayed leftward; I am wondering whether it would be more intuitive to make the two positions match, but this is really not much.
- Controls are QWERTY-only instead of layout-independent. (I have an AZERTY keyboard.)
- I like how the eyes match the pips pattern from a die.
- Ah, I thought the change in colour possibly meant a change in functionality, so I tried my newly red sword on a red die, and took damage! X)
- How does the computation of awarded points work when vanquishing a die?
- The eery wind sound was only triggered once I encountered the eye-guy, but not since the beginning of the game; could it be that the navigator build can cause no music at the beginning? (I am using Firefox.) I am asking just to be sure, because this is a known problem that can happen for navigator games. (Although I think this is done on purpose here.)
- Lost at a level with a novel blocking 5-die, and I think I was not given time back at the beginning (I was still at 9 seconds left)! Is this normal?
Wow, it is: saw the counter really set at 10 seconds for that level with 5-dice! This is way too harsh: there are several paths, all with blocking 5-dice! XD (And with my AZERTY, this is even harder when I have to go back!)
I read in one of your comment that this is the last level; what a steep difficulty curve: we are treated with only 1-dice until the last level, where time is suddenly divided by three, dice values are multiplicated by five, and linearity does not make a comeback! XD Well, at least, glad to know this is the last one, I was afraid things would get even harder!! - Small misspellings: lets for let’s; dont for don’t.
- I failed so many times because of that last level that I would have liked an option for skipping lines of dialogue! XD
- It seems that being near a portal/fire but pointing elsewhere and then turning towards it is enough to trigger it.
- YES, finally made it, I only had one second left!!! :D You really overdid it. XD
WHAT?! NO!!! LIES!!!! The Fate Maker states there is one more level!!! <:O
Nooooo, somehow stuck at the second die!!!
… My God, is this ‘second last’ level an addition from the update?! XD
My AZERTY left hand is a bit cramped out of this trial!! - The penultimate level is really too short on time. You have to either give some more time, or enable a level selection / save feature.
- Lost again at second-to-last level, but… because my shield’s power was one!! <:(
Definitely a balance issue in this level. Since you made an update: I think solving this level’s difficulty is a top priority. - All right, after doing something else and coming back to it refreshed, I managed to get on my ‘first’ try to the last level with decent characteristics (something like 3-3), but… rewording the great thinker Duke Nukem, ‘so many paths and dice, so little time’! XD I went straight front, then turned left, but that was too many dice.
I am wondering if the end could be right behind the starting point, somewhat as in the antepenultimate level, but I did not dare looking, as each try takes me a full run of the game…
Apart from the end-game difficulty issue, I think it is great how you managed to set an ambience and even the sketch for mechanics with such a classic down-to-earth dungeon crawler basis (I use the word ‘sketch’ seeing how randomness and damage play a relatively small role because you lacked time, as you say in another comment). It is inspiring in how to keep it simple and investing each element to achieve great effect. Well done, you have made me even more willing to dabble back again in my (private) MonoGame 3D labyrinth and perhaps come up with other ideas. :)
One last question: when you beat the (real) last level… what happens?? :o