give me like a year to get better at art and ill get back to ya lmao
Anthony Molle
Creator of
Recent community posts
This game is super fun and looks absolutely incredible!! My only wishes are that the tiles were maybe explained a little bit better and had a bit more impact on the game, since it does kinda feel like you can roll spam into the boss and win which I tried to avoid doing, but I would also love if it were kind of a tug of war instead of having player health like I sort of assumed it would be based on the board design. I was anticipating if the boss hit me it would send the white ball back towards my side, which I think would be really engaging and cool!! And could potentially even make a really fun vs multiplayer game!!
Yup was workin solo! I've had some unity experience over the past few years and like a construct 3 game but nothing too crazy and wasn't very knowledgeable til the past month and a half or so when I really got kicked into gear working on a real solo project in unity and its been a real great time! Super appreciate your opinions and encouragement dude it means a lot coming from someone who's been in the space for so long!! :~)
Cool concept for sure! I'm not sure if I fully understood how the dice worked but the random probability (even with skewed odds) made it so you would sometimes just get stuck on a level and have to restart at random, but maybe with more of a direct way to switch elements, or maybe with multiple solutions to the level despite element, there could be a lot of room here for really cool puzzles! Nice!
I really really appreciate such honest and thorough feedback and critique! I pretty much agree with every issue you had the game and was totally understandable, a lot of those things I do really wish I could've gotten working in a way I enjoyed more in the time frame, and I'm definitely gonna put a lot more focus in on polish and getting a bit of playtesting done before release next time around, and I learned a bunch with this being my first jam!
Thank you, though, for really compiling all of the major issues in one place, it's super helpful for me and I need to dedicate a lot more time to level design and testing in the future instead of speedrunning just trying to get it functional and having a few levels lol.
Thanks for the advice dude hope you had a great jam!!
Suuuuper fun and polished game for the time limit!! Ill be honest, the actual dice mechanic of the game feels a little bit forced in my opinion, but hey sometimes you just get an idea you really gotta go for and it ends up with a really really cool fun game!! It's still incredibly enjoyable even if a little scarce in the usage of the theme, but still well done!!!
Absolutely sick!!! Super polished experience I super have to commend given the tight time period, well done y'all!! I was a little confused by the items as some others are saying so I wasn't 100% sure how to avoid some of the traps but wow this is super addicting! It's really a lot like an idle clicker game in the way you can buy items and everything but way way more active and really shows some of the ways the genre can expand to where the main action (rolling dice vs say clicking cookies in cookie clicker) can be so much more valuable rather than immediately devalued so soon into the game, and it felt great having high skill rewards for harder throws was sick and really satisfying!!
As the others have been saying I do really like the idea of having the rolling world, where perhaps in a future version there could be different properties depending on the side of the world you go to! Without the dice theming this immediately inspires me to an idea of a super tiny planet that has drastically different climates and different vibes depending on if they are facing a light source or something.
Ramps up in difficulty very very quickly but its honestly a really good time!! Some kind of additional indications that would maybe highlight enemies you have the current number for might be helpful cause I tend to find myself doing really long sets of dashes and not ever really realizing when I should be shooting to have it really do anything. Still really fun but could maybe do something like highlighting enemies you have the number of, spawning clumps of the same numbered enemies in similar locations to make mowing through waves feel better, or simply reducing damage when using the wrong number. The big enemies also almost remind me of how people would tackle large enemies in a typing game, so maybe some kind of input has to be used for every different number? Or maybe you have to try and land the dice on the correct number by stopping the roll at the correct time or something like that!
Ramps up in difficulty very very quickly but its honestly a really good time!! Some kind of additional indications that would maybe highlight enemies you have the current number for might be helpful cause I tend to find myself doing really long sets of dashes and not ever really realizing when I should be shooting to have it really do anything. Still really fun but could maybe do something like highlighting enemies you have the number of, spawning clumps of the same numbered enemies in similar locations to make mowing through waves feel better, or simply reducing damage when using the wrong number. The big enemies also almost remind me of how people would tackle large enemies in a typing game, so maybe some kind of input has to be used for every different number? Or maybe you have to try and land the dice on the correct number by stopping the roll at the correct time or something like that!
Visuals are really sick for this one! Definitely a bunch of really cool looking effects, and I love the concept of a fun hand eye coordination type game of physically throwing projectiles at enemies like you usually would in a vr game, just could use a little more indication of where these are going to be flying to, perhaps a meter like they have in golf games showing the speed of the dice while you're feigning throws to get a good angle?
I love the variety in the weapon system! As some other comments said, it is a liiiiittle bit slow and I feel like there's not really a whole lot of reason to switch weapons? You can pretty much roll until you get your favorite one, but I would love to see a faster paced post jam version maybe with enemies with different resistances! And maybe you could try having the player move slower while holding a weapon and can throw the dice to move away more quickly or stuff like that, it's a really cool place to start to make a game with a bunch of unique weapons without feeling overpowered!
Thank you thank you!! Yeah honestly the controls are a bit rough I agree with you there lol, I'm glad you were liking the vibes of it though! I had a real good time making it as my first real complete jam game even if time constraints lowered my actual game design efforts lol, thanks for playing!!! :~)
Thanks so much for the feedback man! Yeah I really would've loved to add some sfx or more visuals to the game but I'd spent so much time on the project I figured I kinda just had to move on from it and get it out there, but I super appreciate the well wishes man and thank you so much for playing it on your channel!! Never expected that kind of traction :~)
Such a smart and cool core mechanic!! Definitely try and do something with that concept, whether expanding upon this game, or using it on a new one! I really love it. Something that could be really cool is if you could use the altered terrain to quickly swipe under the player to do jumps. Overall, well done!
Such a smart and cool core mechanic!! Definitely try and do something with that concept, whether expanding upon this game, or using it on a new one! I really love it. Something that could be really cool is if you could use the altered terrain to quickly swipe under the player to do jumps. Overall, well done!
Fantastic job! I've never even heard of this concept beforehand, but turning it into a puzzle game was ingenious. I feel like many people will be offput by the difficulty, (admittedly I was after a few levels), but I think anyone hardcore into puzzlers would absolutely love this. Everything about this game feels so slick and energetic even with the incredibly simplistic visuals. The backing track especially adds to this. Add more levels and maybe some mechanics which build beyond the actual real life concept and pop this up for sale somewhere. This needs more attention in the jam!
Tone down the enemy spawn and damage rate, it's pretty much impossible to win. I do like the concept of a free-form tower defense like this though. Not sure exactly how it could be expanded upon, but could be interesting if you take the time. Don't wanna sound too blunt though, game jam time constraints are tough! If you're interested in pursuing game development, please don't take this as discouraging. Take what you've learned from this experience and push forward!