Thank you, dicey! I am very impressed with your submission. I think this is a clever way of handling a solo game. Like sci-fi CLUE but with dice
allinjester
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Hello Diceyvim! I am a mod from the Week Sauce jam discord server. I'm not sure if you are on the server so thought I would reach out to you here. If you would like to continue working on Stasis, we support it! Sometimes a project takes a little longer than 7 days. A playable project is more important than a perfect project, or concrete deadlines. Look forward to being able to play your solo ttrpg!
The alien's music is still the best jam! I enjoyed replaying a beloved if not stress inducing kirby minigame in a new environment. I especially enjoyed the increasingly larger, absurd bosses! Having the loading screen before the reveal is very effective. Each time, I feared the worst! I only lost once, however. Still got it!
My high score was 462! WOW. That was more intense than I was expecting. This game once more proves that rabbits cannot be trusted! I loved how things can get out of hand very quickly. Like how the bag, after destroying the jumpscare rabbit, just keeps spawning blue bunnies rapidly! Overall, a welcome addition to the Week Sauce library!
Something I noticed is, in the web version atleast, it seemed inconsistent which target would get destroyed first when several would be lined up vertically. It seemed to prioritize the targets farther back than those closer? Not sure.
My high score was 7450! It took me a bit to get used to the thrusters and even then I was flying! Honestly, all my death's were caused by me flinging myself into the unknown and slamming into an asteroid haha. Despite that, I enjoyed the movement. On a bigger map, I would obsess over the perfect fast spins and drifts. Asteroid Racing game, anyone?
Clean, efficient, smooth. I loved Sammy's addition with the music, I think it paired well with the geometric graphics and the purpose of the game. It gave the game a cyberpunk spaceship fight in the airducts vibe to it! What I also appreciated was the destructive environments. In an intense player vs. player game, taking away people's ability to hide around the columns makes the playfield feel dynamic.
I appreciate a fishing minigame that doesn't require button mashing. The minigame is simple and smooth. I could see you improving upon it and juicing it up for your future game. For this game jam, however, I think you could have done without the walking around segment and just jumped straight into fishing.
Even though I usually use gamepads, the game was forgiving enough that I picked up the controls. I enjoyed trying to deal with the flying enemies along with the grounded enemies. A good next step could be having different attack patterns for the enemies to keep the player on their toes. Like the flying enemies randomly flying upward or downward to make targeting them difficult