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ALEX11BR

15
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A member registered Sep 18, 2021 · View creator page →

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The game’s quite cool, though I have some observations:

  • As far as I noticed, neither the player, nor the enemy can change their dice strategy, so it is rather pointlessly tedious to press ‘Roll’ every turn to see the dice rolls and their effect until one side wins.
  • The rounded rectangle corners have that one bad pixel which breaks the rounded aspect.

Interesting game!

This is maybe the game that made me want to write a comment to the most.

For one there is the aspect of the roll of the dice that can make the levels easier or harder, and while this is the main gimmick and I have nothing against it, it feels weird to have the roll of the dice different every new attempt at a level, as you couldn’t try again and better to find a plan to collect whatever the requested amount of boxes was, you’ll have to collect a different amount. That being said, if the dice were to be rolled once you start a level and stay the same till you clear it that would steal the excitement to try new combinations as they come and to get a sorta deeper understanding of the level as a whole, and not just a particular roll of dice.

Then, maybe there should be a finish point you have to run to with the correct amount of collected boxes to end the level, to add an extra dimension to the player’s planning of the solution, as IMO it feels a little bit like cheating when you get to collect the last required box of whatever color you didn’t finish first and automatically win. Maybe not, as that feeling of cheating is, well, kinda great in a way…

What a game… It is a little bit sad to me that there are too few levels, but as a 2 day jam this is totally understandable…

Interesting idea, the game’s quite cool, though the fact that you have to click before you can move the camera with the mouse is a little bit disturbing IMO.

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The game is OK. The monsters are slower than you, so you can run away if you want, but you’ll still face some along the way, so you still have to fight. Their AI is funny, so that you can face them in one of the raised tiles that they (and the player) can’t go through, but the player can hit them, at least at the beginning, before that wheel gave me an axe or whatever; I didn’t understand the weapon system. Also

ESCASPE

🤣🤣🤣

Cool game!

Haven’t seen anyone use tradition application toolkits like whatever is used in this game so this is nice.

Nice game!

Really cool game!

I liked that the piano made sounds depending on the key pressed, and also playing with that pawn from the neighbor’s room.

The menu buttons didn’t have text, and I also didn’t like the fact that you have to drag the mouse from the die, and not from anywhere to launch the die. When the view gets zoomed out, it gets especially hard to point to the die. In my first playthrough I got hit by the car and sent outside of the FOV, thus unable to move the die.

The game’s quite good.

I for one would have liked to see at least one value from the die’s side.

Interesting concept!

Note that you have to set the display scale to 100% to see the whole game. I had it set to 125% and I had to adjust my setting for this game. Maybe this has something to do with Unity’s WebGL implementation or IDK.

Really great game!

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Wow, I’m happy for all this attention my game received recently!

To answer your comments:

The game was made using raylib-rs, which isn’t a game engine per se, but rather a game library port for rust, an elegant programming language with tagged unions that I love and used in the game.

Apparently raylib only handles key presses right when the key gets pressed, with no repetition, so the player has to spam the arrow key. Didn’t know that when I chose to try raylib this time, but now I learned.

Recently before the game jam I made a roguelike, and I had its code structure still fresh in my mind. As it turned out, this jam’s theme matched quite well, and while I hadn’t picked the tech to use on my game jam until Saturday night, I could still pursue an architecture similar to the one of my roguelike. I initially planned for a roguelike that used dice, but 4 hours before the 48h deadline I had issues in detailing and implementing this rule, so I went with another idea I had during the first hours of brainstorming: a game where you push dice like in sokoban so that they face up a certain number. As making good puzzle levels is hard, I used the dungeon level generator I built for the previous idea, made a dice placer and all the related code, and so it came along.

I feel like the ‘puzzle’ term I used in the game description is a little bit a misnomer, maybe reaction game would be better?

A rather cool platformer game, with basically 6 levels in one scene. The second level starts with a very difficult jump which requires basically perfect input. The dice edges feel a little bit too sloppy for my taste.

  1. The web versions of Godot engine games use WASM, which doesn’t load if you open the bundled HTML file with the web browser, the user has to set up a web server that serves the web game files e.g. $ python3 -m http.server. itch.io allows you to publish a game with a web version, and they will serve all the files without issues.
  2. I couldn’t understand what was really going on with the game, the items, etc.

Interesting concept, but the game feels weird. I don’t understand the ‘Play all levels’ button and the menu it leads to. You can win even if you don’t put the die in the bucket, just hold it near enough… (I hadn’t managed in the 4th level to place the die but I still managed to win, sorta cool). I don’t like the fact that you have to press that ‘play’ button before you start the level.

Nice presentation, interesting concept, though I didn’t particularly like the controls, and the player movement felt a little bit strange, especially when jumping, like, up to a certain die in a stack to push it.