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So firstly, I was trying to get this to play on my iPhone because I saw it was vertical, but Unity's telling me WebGL doesn't support mobile and has a runtime exception if I try to get it to work anyway.

I think what's really great in the game is its progression of levels. It starts simple, but slowly introduces more and more mechanics with each level, increasing the complexity in a manageable way. Reminds me of the way Portal is designed, where the first two-thirds of the game is a tutorial, yet it doesn't feel like one. 

I like the whole inverted dice mechanic too because you're then not just trying to juggle the dice but juggle which way they're supposed to be filled-in in your brain. I also like how the goal dice match the regular dice while the inverteds don't match. I saw in the original screenshots there originally were numbered dice, and it's good that it was changed to this shape filled unfilled system. Also it was a good choice to have the dice be fixed in orientation after you slash them -- it would have been so finicky and annoying if they retained angular momentum.

I thought it was interesting playing the original though that the change to vert didn't even seem like it affected gameplay that much -- it didn't necessarily seem any easier, so I think that's a good thing -- the orientation change didn't mess with the design. The ball dropper though is a great addition -- it looks better than the timer and the way it rotates before it drops gives the player some notice about the incoming die -- plus since you can see what die will fall ahead of time it lets you plan a little bit, as opposed to it just spawning.

I also thought the star system was a great way to reward perfection without requiring it -- the original had to have you be perfect, but deluxe lets you move on anyway. Well OK you could just hit skip level in the original but I imagine most people would be much more resistant to pressing skip than to just continuing with 2 stars. Though it's maybe almost a little too forgiving -- you only need one die to match to move on, which probably would just happen if you did nothing. But if you had a skip level button anyway, what does it matter really?

I was kind of disappointed the last level didn't have me putting everything all together -- buckets, regular + inverted dice, and bombs (I think there weren't buckets). Just because it felt like it was building to me managing everything at once. But you could also now look at the whole game as a tutorial for endless mode. Yet endless mode doesn't even have the buckets -- though endless mode is much harder so I'm glad it didn't have them really (I didn't have too much difficulty throughout the levels, got 1 or 2 stars on a few levels, but immediately went back and replayed and got 3 stars. Never even hit a bomb until I decided to slash one intentionally just to see what would happen, and seeing as it immediately ended the round, I'm glad they weren't too difficult to avoid because that would've been frustrating).

Actually, while I think the levels and everything are designed great, I do wish there was a little more to endless mode. The dice drop super fast, getting you overwhelmed immediately, and when you clear a line you have to wait for the cup to drop more, meaning you have to continue juggling even as more drop out. I think maybe the dispenser should at least wait to start dispensing again until you can see the next dice goals -- you can keep juggling the ones you have of course. I appreciated that there was a cap of the number of dice allowed out at once, something like 5 or 6, because I was very quickly getting bogged down. I think endless should probably gradually increase in speed rather than it being fast immediately, or maybe difficulties levels for it. I maxed out at a score of like 12, which didn't seem very high of a score. Oh, also, there should be a display of how many mistakes you've made because otherwise you're making the player count to 3 themself.

As for aesthetics, I do really like the messages with their elephant watermark, and I had no problems with the UI. I kind of don't understand where I'm supposed to be -- the music tells me I'm at a circus, but I appear to be in some kind of shed with broken balloons on the wall? Is this like, a washed up clown's house/run-down cabin? 3d models are decent but could probably look a little better with some kind of shader/lighting/idk-im-not-an-artist, particularly on the dispenser and cup, which give off a kind of non-anti-aliased kind of vibe?

Would I play this as a mobile game? Well, I download like 1 mobile game per year probably, so not me personally, but I think it would be good as a free app with ads. You'd probably want to add a few more mechanics though, and then make endless mode a little more robust with an online leaderboard.

As for more mechanics, idk my brain thinks of a floating ring that's either colored and you have to hit a die of a certain color through it, or it's labeled with a goal die and it has to be in that orientation as it passes through. Maybe certain dice crumble after a certain number of hits (I'd be generous with it and allow it to take more than enough hits, but the challenge might be that you'd throw in regular dice with it too so you'd want to prioritize the crumbly dice first). Maybe barrels that move or are in different spots of the screen other than the left and right? Maybe add in a new item type, bowling pins, and you have to slash them mid-air like the dice but you need to make sure they land face up? Or maybe you have some kind of floaty ball that has a bomb inside and it'll explode once it hits the ground, so you have to manage that while orienting the dice (essentially like a die that's got to stay in the air, but probably more floaty than the other dice so it's not as frustrating to deal with).

Thanks so much for all the feedback! Funny enough, some of the points you raise are things on my todo list already.

The dice rotation was one of the first things I worked on - took a while to figure out how to do it cleanly, but yeah my focus there was to avoid frustration with controlling things.

Glad you like the gumball machine! It was an idea I had during the jam, but was not gonna happen with the time I had so the focus was on level building and bug fixing.

For the stars, I'm still thinking through what the best system would be. I could change it so you need at least 2 stars to advance, or you use accumulated stars to unlock further levels. In it's current state, it doesn't seem right to have that latter system but adding more levels may make it viable. I will say, it is impossible to get 1 star without touching the screen, every die will spawn in an invalid orientation (that's part of the reason there's never more than 5 goal dice).

The last level does in fact have everything - bombs, barrels, and inverted dice! I do want to have a more "ultimate" level that has everything plus normal and inverted dice, but my focus so far has been cleanup over new content.

Endless mode was a recent addition and certainly needs a lot more care. I am currently working on a system to swap between different obstacles for each "roll of the dice", so when you complete a roll of goals it would swap to barrels, or bombs, or a moving barrel. It will start basic. I want to have different difficulties, easy could have only 3 active dice and swap between easier obstacles, medium could have 5 dice, then hard could have 5 dice and swap between every obstacle. Currently there is a max of 5 active dice. I'm torn on stopping the spawner between rolls though - I was originally thinking it should only spawn up to the number of goals, and wait for you to lose or complete the current roll, but I also like the idea that you are constantly having to juggle the full number of dice and need to keep doing it while obstacles swap out. Maybe I'll have the normal difficulties only spawn up to the goal count, and have a "hardest" difficulty that uses the current system.

Endless does have a mistake counter in the top left, but it's not well animated so I see why you missed it (they just turn red in sequence). I'll need to work on making that clearer.

I'm planning to swap out that background for something cleaner and less dingy, might have it swap between a few options depending on the level.

For the models - that dispenser needs a massive update. It's 3 squashed unity cylinders, when I have time I want to find / make a better model for it. I totally agree that it doesn't look great. The cup I want to swap out for something that looks more plastic, like this

yahtzee cup" 3D Models to Print - yeggi

Rings was an idea I was thinking through myself - could be an interesting thing to play with, where there is 1 or more rings, maybe they move around as they score them, so you have to juggle a number of dice and only launch the right one through when it's ready.

I like the idea of crumbling dice... I'll definitely explore that and see how it feels in game.

I already have a prototype for a barrel that moves across the bottom of the screen, so glad to hear others think that could work.

Not sure on the bowling pins... I like the idea, but it sounds like it'd be tricky to control with the current player input. Worth experimenting with, so we'll see if anything comes from it.

Also really like the bomb balloon idea - I was thinking of adding in balloons in a different way, where they could float up from the bottom of the screen and obscure your vision or if you swipe them they pop and cause nearby dice to move and rotate. But the idea of a jugglable die you have to manage but never score sound like it could add a nice challenge.