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Diogo Mendonça

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A member registered Mar 08, 2022 · View creator page →

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Recent community posts

Oh that's fun. Is every little drop an object? It starts to lag a bit after a bunch are spawned

Thank you for having played it and leaving these kind words <3

Thank you! We should all honour the brave cats who gave their lives to rescue the fireman o7

Thanks so much, I'm so glad you liked it!

Thank You!

Thank you! I assure you, the last level is possible. It's just very hard

We really appreciate the feedback, sad though it may be. The lack of sound is indeed tragic, and something that will certainly be added in future iterations. As for the bullets, our intent was to have them have weak base stats, as to encourage the obtaining of items. That being said, we did not have the time to test them thoroughly, so it's very likely they need some tuning.

Thank you very much! Glad you enjoyed it!

Thank you for the feedback! We wanted to add audio, but did not have the time, If we make a post jam patch for the game, it will be there at the top of the list. As for animations, this was a case of having 3 programmers and 0 artists in the team, so we were limited in what we were able to do in the time we had.

Great game! Loved the art style, and the overall experience feels very polished for a game jam game.

A way to skip the introduction text would be nice, specially as, with the death making you weaker mechanic, sometime resetting feels like the better choice.

Thank you very much! We were indeed meaning to add sound to the game, but we only got around to it fifteen minutes before the deadline, so it didn't end up making the submission.

Very nice job. The controls, both camera and movement, feel really good. The map is well made (loved the detail of those parking lot entrances actually opening up), and the enemies are smart enough to not get stuck in nooks. I think the game could use some long term objectives, other than "do not die to the endless onslaught of enemy tanks", for the player to work towards. I didn't really see the connection to the theme at first, and only realised it by going to the github page. Other than that, really good submission, congratulations.

I liked the idea. A farm manager game that is a collection of mini-games, each related to a cliché.

I am not exactly sure what flipping the grass is accomplishing?

Movement being locked to 4 cardinal directions feels a bit off.

That's cool, a Missile Commando inspired game.

The rainbow star was a good touch, adds some optional challenge to a simple game.

It feels a bit weird to manually advance waves, specially as there is no indication that the current wave is finished.

Man, this is fun. Great job on the game, it looks great and plays even better. If you make a full game out of this I'm buying it day one.

And, minor thing, a way to skip the tutorial would be nice.

Neat idea, I don't think I've ever seen anyone use the unity editor as the setting for a game. Love me a meta narrative. I do think the game is unclear at times though, it's a bit difficult to identify what is a platform and what isn't. In the last screen, the destroy one, I am still not sure what was going on.

Loved the animations, that lemon is great :P. The game looks good, and sounds good, but I question the choice of hiding the best music in the credits screen.

I didn't notice much difference between the wizards, is it just a visual change?

As minor nitpick, I would change the way food is bought/used. Having to go to a menu, buy the item, the back to the game screen to use it is a bit too much for panic situations.

Overall, nice job.

That's fair. It was very much a last minute addition that we really didn't have the time to test, or explain in-game, and definitively needs some work, but you can see what effects are active in the top left corner, right below the health bar.

Thank you for playing.

The concept of the game is interesting, having to bet on your luck, but I would recommend adding an option to bet on never getting the highest roll. If you do, it won't matter what you bet, you will lose an health point, guaranteed.

I liked the presentation of the game, reminded me of old windows card games.

The game doesn't scale well to higher resolutions, on my screen it ended up very small.

Very cool idea, trying to control the tetrahedron is a fun challenge. I'd add walls to the first levels, to make them easier. Due to the placement of the faces, it's far easier moving in some directions than others, and I think having some walls to crash into would help rotating. This would make for a good rage game, if you made it a single big level, with the possibility of going back to start if you fail, like Getting Over It.

The camera, though. Made me a bit dizzy. It's really hurting the game.

Love the silly vibe of the game. A+ title.

I think the player could use some more leeway for making mistakes before a game over. For example, hitting an obstacle could cause the player to be closer to the giant dice coming to crush them. If the player tripped enough times, then the dice would hit them, and then it would be a game over.

Oh, and I didn't understand what the "E" key was for. Maybe I never lived long enough to get to use it?

That's a very clever solution, nice work.

The lore is great, and could lead to some very interesting gameplay scenarios. Shame there wasn't the time to add more stuff related to it to the game.

I liked the gameplay idea, it reminded me of the Insurance Fraud activities in Saints Row games. I would add some visual feedback when the player gets or loses points. I had to go back to the itch page to figure out what was happening, as the black little number in the centre of the screen wasn't providing enough information.

Side note, the options menu is empty, is that supposed to happen?

Loved the writing, the art and above all the way the dice explode.
On level 5 moving out of the spikes seemed to sometimes cause the dice to blow up, it didn't seem intentional. 

If you do more with this idea, you should experiment with more types of dice. A d20 would be chaotic. And maybe add an undo button, for convenience.

Title made me think of Katamari Damacy.

The idea of being able to change levels with the roll of a die is very interesting. Maybe there should be a way of re-rolling after entering a level. It would be very cool if you could see the non-selected levels on the side faces of the dice.

I had some repeated levels, I don't know if that's intentional?

I would like some more visual indication of what's bad to stand on. The dice faces seem perfectly harmless, but they send you back to the checkpoint. And there are some white blocks you can stand on, and others you cannot, which is a bit confusing,

I couldn't figure out what to do with the purple door, so I quit there.

Loved the chaos of having loads of dice everywhere (my cpu, on the other hand...). The game felt a bit easy to me, but maybe that was because I put a d20 on speed, and nothing could touch me. I'd like to have a way of seeing which value I rolled for each stat. Also, a shame the UI is bugged, I couldn't be sure i was putting the dice where I wanted them. Really liked that idea, allocating stats via dice.

Very fun idea. It could use some more variation, but even as it is I found myself unable to stop playing. Great job.

Very fun idea, though I'll confess I mostly brute forced it cause I don't have the brain to think it through. I find it a bit difficult to plan. The game looks very sleek, but I would remove the Start Game button once the game stars. It looks a bit out of place.

You have a simple concept that's easy to grasp. Roll to get score, if you roll two 1's, you lose. I think it could use some more depth. Adding some function for the points could create a better feeling of loss when you roll a poor die, which in turn means the player would feel more tension when deciding whether to lock or to roll. As it is, locking doesn't feel much different from just losing. Either way, the game ends, why bother locking?

This is a very fun concept, and the game looks very nice. The charge up system creates some interesting micro navigation puzzles trying not to waste the attack while not getting killed and finding an opening to attack, There is one thing I'm curious about. Is the enemy movement random, or do you have some AI working in the back?

We have 8 possible directions for an attack/shield, which might sometimes be used while moving. As the directions work very much the same for shielding and attacking, it didn't make sense to us to bind them separately. We had three main options.

We could put the direction on the keyboard,  tied to the same keys that movement is, WASD, which is what Hollow Knight does, but, unlike it, we have a shield and 8 directions an attack could go, against Hollow Knight's four. We also do want the shield to be used in some puzzles where a projectile needs to be deflected to the right place to progress, and forcing the player to be moving to aim in diagonal directions made the controls feel imprecise, and the player ended up feeling like the challenge wasn't so much in figuring out what to do, but rather, in making the character behave as intended. Overall, this path made the controls feel clunky.

We could put the choice of a direction in a different set of keys, maybe IJKL, but that would mean having 8 keys just for moving and attacking, plus the ones we need for jumping and dashing, and that's a lot of keys. Considering we'd also need a way to differentiate between shielding and attacking, we'd either need a different set of keys for each action, or require the player to hold another key when shielding. Neither option seemed great, far too many buttons to be pressing, so we ended discarding the keyboard entirely for attacks and shields.

The mouse seems like the best option. It's made for pointing, the player doesn't need to memorize any complicated input to learn how to direct an attack, and as the actions that need be pointed are two, attack and shielding, they fit quite nicely in the mouse buttons.

As for a controller, we do want to support that, but not make it mandatory, as this game is being developed for pc first, and there's no guarantee the player will have a controller at their disposal (not to mention the headache that using a controller on pc can be at times). We are focusing on getting the game to control well with keyboard and mouse first.

I added the main conclusions we got from testing.

As for what we are doing with the mechanics (discarding/keeping/transforming), that was not decided in that week, so it didn't make it in time for this devlog.

I've added the video