I think there was a game jam that did something like this last year, but I still like the idea. Besides, there's enough variation between that idea and this one that they feel separate from each other. It feels really cutesy (especially the art), and lends itself well to additional mechanics. I think the sticky notes need more effects, especially since it feels difficult to deal significant damage.
Calavara
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The idea is unfortunately a bit overused (especially since it has been done before), but I still like the idea - Zombies are effectively scavengers, so it makes sense that they want to pick up weapons. As a second mechanic, I actually suggest weapon durability and reduced weapon drop rates - This could add some balance since now you have to constantly switch weapons. This could leave a scenario where you are weaponless, but I think that's fair since there has to be some difficulty. Also, another improvement I suggest is making it so the direction you slash is where your mouse is pointing.
I like the idea of the jump mechanic, but there isn't much that makes this a roleswap -- I can easily see a game where you play as a hero who has a dash that damages enemies. I realize why this is considered a roleswap, but it feels like there's untapped potential. This could be improved with more variety, such as having it so that the slime has more variants (ex. ice slime that leaves a chill, fire slime that burns). My personal preference would be to have it so that you can join up with other types of slimes in the map so you can launch a crusade against the heroes as revenge for the slimocide.
Good idea with the randomized die determining level layout, but there is still the issue of the fact that rolling certain die feels necessary to complete the level. Rather than make it random chance, maybe have certain points where players can roll the die and choose a side, determining what platforms are open or not?
Fair enough -- in fact, I was considering making the left mouse button the firing one, but some issues revealed that not clicks were registered, particularly when the mouse was moving at the same time as the app (this could be a consequence of me using Java +JavaSwing). Also, the weapons point is noted, and originally, I was going to have a '1 2 3' system, but I was wondering if that would have been just not good design. However, using RMB is a really good suggestion that I hadn't thought of, so thanks!
Interesting concept that has been done before. I like the art and concept of using die to land attacks while you get to modify it, so I'd like to offer some suggestions:
- I suspect this is a bug, but gravity nor magic circle seemed to do anything. I'm guessing they never triggered.
- Some visual feedback for poison would be nice. When it says a pool, I was expecting a sort of green cloud that lingered around an area, rather than immediately infecting enemies.
- Again, I'm guessing the different character gimmick hasn't been fully implemented, but if you do so, some variations could obviously be the type of enchantments they roll (Ex. one rolls lightning, another rolls earth), but what about having their own unique attributes? For example, if Clover is based on luck. then maybe she has the special attribute of rigging a specific side to roll more often. On the other hand, Scarlet, being based on hearts, could maybe throw cards? Getting a certain enchantment would, say, link to a specific suit, or even number, allowing for different types of combos. I realize this doesn't exactly fit with 'roll of the dice,' but the phrase can be taken to mean random chance too.
- I was able to circle around the arena and live for a while, so you may want to consider a counter to that strategy moving forward.
- The biggest issue to survival was clusters of enemies, especially when it takes more than a few shots for a die to finish them off, though that could just be me being bad at videogames.
- Maybe have randomly spawning background items that are faded, but make the bricks look more interesting. I found that helps to make a map at least look more distinct. In fact, since this is a casino, slot machines would be welcome. At first, I really did think this was inside a castle.
Overall, good work!
If there's any game that deserves to be in the top 20, it's this one. The rigging die mechanic feels not only thematically appropriate, there's a good amount of skill involved in it too, especially since it means you can't roll the same face. The mechanic allows for some really cool stuff, like with "Orphan's Wrath." You could just roll 3... or roll 6, 5, and 4 to ensure you always work with that die. This is a really solid base, keep up the work! There's one gripe I have, and realized as I'm playing the game -- Torturer's Revelry. Rigging the die each turn may result in the point where it creates an infinite loop, so you may want to consider that in the future.
Shame it was slightly late, but adding a few more weapons would have been helpful. I'll try to be a bit in-depth with this:
* The knife is a bit too weak, largely because of its range. Personally, I would have replaced it with a sword, giving it a reason for having more range. That said, I do feel it was offset by the fact you healed to full health after each room.
* If this is a casino, then you could make it more cluttered with, say, slot machines. You could even make it maze-like, reflective of how actual casinos are designed. The more cramped it is, the more I think weapons like the knife will thrive.
* I was a bit surprised when the rocket launcher didn't do self-damage. If you decide to combine that with the cramped gimmick, then that could add some more depth to playstyles.
* I didn't feel much difference between the pistol and the other gun (AK?). There may have been an increased fire rate, but I didn't notice.
* The art is simplistic, but then again, nothing wrong with simplistic. Besides, it still stands out.
* I think adding enemy variety would be a bit useful. It seems like the enemy can already chase you, so in future builds, why not add one that rushes straight at you with increased speed? Or have others use weapons like you do.
* I think adding trade-offs would be better than either absolute benefits or absolute negatives. For example, 'blam-up,' and 'damage-down.' Adds a bit more depth in combat while making encounters at least seem fair, though maybe your system would work better. Again, just personal preference.