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Wisp

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A member registered Apr 30, 2021 · View creator page →

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Thank you!

Thank you! Yeah, the time limit really came quickly here. I am already writing the script for the full game.

Thank you! It’s my first time making pixel art, so it’s expected to be a little bad :)

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Thank you! I already have a 3-page outline written for the full game’s theme and story. (No, I didn’t get carried away, I’m sure spending 3 hours straight in Word is perfectly normal)

I think you should’ve added some post processing, because it’s pretty easy in Unity and makes simple games like this look way better with minimal effort. The game is solid though! With more varied gameplay, you could make this into something bigger.

No problem! Always happy to help out when I have the knowledge!

I am currently outlining a full version of the game, where you get an extra “action die” that lets you do special things, like reroll a single die, move any number of spots, attack (the full version has enemies) or hold a die.

Yours is very fun too! I feel like a better tutorial would be nice. Also, the WebGL embed is a little too small for the game: Remember to always set the embed size on Itch to be a little larger than the build’s canvas size in Unity, because there’s always a border added in what unity exports, making it cut off.

Extremely cute characters, but sort of easy to softlock. I think this could very well be polished and made into a full game. If you proceed with this further, best of luck!

Thanks for the rate, your game looks great too!

Thank you! The game idea started from making the dice, so I guess it makes sense it ended up being too random. Also, a stranger saying my UI doesn’t suck seriously boosts my self-confidence when fighting with Unity Canvases.

If you didn’t already know, the way to fix your WebGL is to (in Unity) go to Edit > Build settings > Player settings > WebGL tab > Publishing settings > Compression and set it to either None (not recommended) or Gzip (recommended) instead of the default Brotli, which Itch doesn’t support

Thanks for the feedback, the generator is supposed to protect against spawning a key and spike in the same place, but it apparently doesn’t. As for the full game, it will transition away from the puzzles - the levels will all be random with some handmade bosses (think Pixel Dungeon), and more dangerous elements (like ennemies and chasms) will be added. I’m actually outlining the full game right now, as I’m writing this.

Thanks, I plan on making this into a full game. As for the spikes-in-the-same-place issue: I have a bit of code that’s supposed to prevent it, but there’s a bug rn. I’ll fix it when the jam ends.

Thanks for the kind words! I already have some ideas for expanding this into a bigger project, but I’ll have to rewrite the code first so that it’s cleaner and ready to work with. These comments definitely help the motivation to do it!

Thanks, it’s my first time with pixel art, so I kept it simple. As for the randomness, that’s sort of the theme around here :)

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Thank you! That was one of the reasons behind having multiple dice - it makes it so that there’s any strategy needed.

haha

Thanks! I actually got tons of ideas for this (enemies, combat, a combat roll that can move any distance, etc.). I’ll probably make a version with cleaner code and come back to it.

Thank you! I was really struggling with time at the end, so I just threw together the generator instead of making more levels, because I figured they would just be bad.

Thanks for the review!

Really fun! I think some kind of trajectory visualiser would be nice (like a line showing the path your piece will take)

I was there on the stream yesterday, and it’s just as fun as it looked! Glad I was able to help you guys with the dice (and got promoted to “good friend Adam”)

Thanks, I think the generator really saved the game. It’s amazing how playable the levels are given how simple the code for it is (it’s just a loop over the grid that places a few spikes and keys and puts a door at a predetermined location)

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Thank you! I made it so you have multiple dice so that there’s less frustration from not getting the number you want (and it worked! you mention how you felt you had good luck). As for the pre-made levels: I made them in a rush, because I didn’t want to push too much into the 2 submission hours. So I threw together the generator in a few minutes, and I honestly think it’s the best part of the game. RNG makes for a better level designer than I do, plus a random level fits the theme even better. Glad you like it and thanks for the review!

Edit: Looking back I should have probably just had a tutorial level and the generator, it would feel more complete than the messy levels I made.

Fun, but I would like an option to speed up the dice rolls. When you’re waiting for a specific action or 2 specific turns in a row, it gets tedious waiting for the animation.

The art can be a bit hit-or-miss (but I see you used pre-existing art). The gameplay is top notch, though. It’s a good game, even not considering that it was made in just 2 days!

(the text scaling is a little broken, but it’s no big deal, unity UI is weird)

Thanks! The generation was slapped on at the last minute, because I couldn’t come up with any good levels, and honestly, the generator does a better job at it than I ever could :). I think it really saved this game.

Thanks! I was really struggling with ideas for this one, so I started by making the dice and then went from there, making the dice selection and grid movement. After that I made spikes and keys, then some unbearable spaghetti for level loading and the random generator and here we are!

Good thing you kept the scope in check! 48 hours is not a lot of time and it’s easy to overshoot and end up with something way worse than if you just kept it simple.

Doesn’t open for me, sadly.

This is a really interesting take on the theme. Also, for me, bonus points for PICO-8. Really fun!

This one’s very fun! I can see myself coming back to this for fun. I feel like this game would benefit from the player having some control over the randomness (like choosing if you want to keep your weapon and fight a harder wave or roll for a new one and fight an easier wave)

After I realised how this is supposed to work, it’s really fun!

Very fun! Not really replayable, but that’s okay for a game jam. I feel like you could build upon this concept more (maybe have more unit upgrades, more unit types, etc.) and make this into something bigger later on.

Pretty cool for being made in 3 hours, but the collisions are a bit finicky and the sounds are a bit repetitive (maybe some randomised pitch would help?). I like the idea of random wave attributes, it can be taken very far and it’s just such a nice simple concept.

Thank you! I was really unsure of my progress with this but after adding the random generation and some quality of life, it really just clicked for me. As for the dice, yeah, that’s kind of the point of the jam, isn’t it? :)

This is an amazing game, but the white text is sometimes hard to read on a gray background, you should make the background darker.

A masterpiece for the time limit, 10/10