I think it's mostly a font issue, the game's kind of all-caps lower case letters with serifs style kinda hurts readability a bit in my opinion. It's not anything too detrimental to the gameplay really but that's one thing that stuck out to me
Acrudio
Creator of
Recent community posts
I'm so glad I decided to keep playing even when I didn't really know what I was doing because it's definitely REALLY fun once you figure things out! If I had to offer some advice, I'd say that it's not terribly clear that where you put the crystal down matters, as there aren't very many defined borders between the sides of the dice. I think it would have helped if there was like a dotted line or even if each side had it's own colored border, as it was very confusing before I figured it out. Personally I think the attack combo system was a little confusing, as I think the fact that you had to roll very specific combinations with the chance of not even attacking at all made it a little more confusing than it had to be. I definitely did enjoy your game though and I can totally see myself playing it in the future!
I really like how the color palate and music come together to create a nice retro vibe! I will say though that I found it a bit painful not knowing how far the enemies can move, and I found myself getting into a slugfest with enemies when I would get cornered or tried attacking. Maybe I'm just really bad at the game though haha. Definitely nailed it on the presentation though!
A surprisingly fun game! I unironically spent like 20 minutes grinding for those 3's to see just how big I could get the projectiles. I was a bit bothered by how the hitboxes didn't seem to scale with the projectile size, as once my projectiles got REALLY big enemies could basically hide from my sight INSIDE of the projectile's sprite. Similarly, the dice UFO things would often die offscreen, making it impossible to roll the dice. The jump also didn't really seem to work very well either. Other than that I really like the VFX and presentation!
You guys really nailed it with the art and music! If I had to give some constructive criticism I'd say that there were a few too many leaps of faith in my opinion, and it would be nice to have some sort of visual or auditory indicator of when the dice are going to roll. Other than that it's a solid mechanic with solid presentation!
Nice game dude! The art, particle effects, and post-processing effects really tie the whole thing together nicely. The sound design is also really good and immersive. Aside from the relatively easy enemies (it was a 48 hour jam I don't blame you it's still hella impressive) the only thing that bothered me was that the camera tends to misbehave a bit when you get higher up on the map. As in, the camera doesn't pan down to show what's below you so you kind of have to make a leap of faith sometimes. Similarly, there seems to be a platform that the player is too tall to walk under (not sure if that's intentional but it does kind of look like something you should be able to walk under). Other than that, it's a really solid game!