Awesome triage, keep it up.
Chrispy977
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Very on theme. The dancing chefs are so unhinged. Character design is very fun and overall it was easy to figure out and play. Everything comes together to make a really funny game. Love the sense of humor. Good audio feedback on grabbing things, though at times it felt like I would grab one of the fridge drawers instead of a body part I was looking at, kinda strange.
I dig the puzzle element built into the level design as well, makes it so it isn't so straight forward one gets bored or anything, but the time to play is also really good for a jam like this.
The biggest point of feedback I would have is optimization, it seems like it gets a big laggy at times, not too sure what could be causing it just from playing the browser version, but my go to check lighting.
Wouldn't let me place traps, and doing giving missions to minions was a big buggy as well. Also seems like they just get stuck at the end of the hallway doing their mission after you assign it. Not sure if they were supposed to come back.
I loved the game dungeon keeper back in the day and this had some similar vibes. Pretty fun, keep it up.
Pretty fun once you get a hang of the core loop. A little bit jarring to have the level just keep ending. Maybe have a continue button to feel like you are progressing rather than feeling like you are restarting every time even though you aren't. I also kinda wish the snake was more similar to classic snake only taking 90 degree turns, but maybe that is just me. It would open up the possibility to try and bate the snake into biting itself at which point it could just take a little bit of life or something.
Very on theme, keep it up!
You nailed it on the head, I think the idea pitch to the team was "Super Monkey Dice" then Dan went and built a quick and dirty prototype while we were discussing other ideas and then once we saw it we just went for it. Super cool you picked up on that.
I agree that the movement could be dialed in, I think what we were avoiding was creating a character with "Toad in Mario Kart" precision of control, but also not icy movement, could use some dialing in for sure.
We don't usually do linux or mac, but have found reasons why we might in the future outside of the jam even haha, so great call out there. Hopefully the web build worked just fine in the meantime.
We though about adding some in air straif to the character, but landed on the other side of the fence.
On the collider though, you've got a good eye, it is a sphere when you get up to speed, but a cube when you are at rest, a part of our not so secret sauce to try and get it feeling just right, glad you didn't mind it.
We actually did have a jump mechanic in the dev build to make level testing a little easier in some spots, but didn't want the base cube to have that ability in the finished product. Given more time we wanted to have each of the different dice seen in the environment to be playable versions of the character, each with their own ability (one of them being a jump). Next time we'll get there faster for sure.
Sounds and visuals were pretty fun and cute. Seems like a solid concept, a little bit of tutorial would be good to include in future projects.
The spell casting felt a bit off and depending on the enemy it didn't seem to connect every time I thought it should, so building a bit of a buffer or help there to create more reliability would make it feel better in my opinion.
Keep it up.
The basic concept is solid, the gameplay loop was a bit too repetitive if you ask me. Throwing in at least one other way to interact with the world would be good. Something like an way to upgrade or something. Another option would be to nurf the fact that you start will full health during every encounter. Then you would have to rely more heavily on healing, especially in later stages.
Having some way of hinting at which gate would feel more fair to me as well, otherwise it feels like I'm just going to keep fighting the same guy again and again and it is just a process of elimination.
The art style and music was very fitting, everything worked as expected, can't be said for a lot of games during jams (mine included haha).
I really wanted to see the end, but it doesn't feel like there is any skill to the game. Kind of just a movie where you click a button here or there. If you could get health or upgrades some other way that might feel a bit more like I had control, overall it was well polished and delivered on the intended premise.
Felt very nostalgic of a game I've never played. I like the gimmick required to win and keeping a bit of a learning curve to it. Took me a minute to figure it all out. A little more control over positioning at the table might be nice, but if you check out my game you'll see why I don't have much room to talk when it comes to cameras haha.
This seems like it would be a great mini game in a larger project. Something good where you could be making a point about how cheating sometimes is just what you have to do if all you want to do is win. Especially when the stakes have been set so out of favor, idk.
Fun concept.
This deserves top 100 for sure in my book. Very clever puzzle design, the concept is well thought out and executed on. The ambiance just tickles the senses. Feels very Gris in a way. The subtle animation of the pip as it moves around. I can't say enough good things. Seems like you kept it in scope extremely well.
I don't know if it was intentional but the audio was a bit staticky throughout, I played the web build. Very cool though.
I died really quickly on the first play through and then the second time I kicked butt for like 4 rounds and then I think everything broke with the enemies. They were shooting at something off screen and so it was easy mode there, I like the roll to get a new gun. Had a similar concept my team was thinking about, except the bullets would have been dice haha.
All the same I could see this doing really well on armor games or something like that.
I had a lot of fun with this. Nice to spin the machines and get loot, I thought the character design was amazing, and I'm a sucker for a 3D submission.
Great work all around, my only feedback would be to up the anty a bit and make it a little faster paced as things go on, felt like I'd experienced everything within just a minute or so. Also is it just me or do the hearts do nothing?
The difficulty was up there, I get where the concept is, but the combat just isn't very fun. I need something other than slapping alone. Also you can't juke the cards very well and that feels like it should be possible, but their attack points at you no matter what. I caught a couple cards behind here and there, but didn't quite feel fair if that makes sense.
Looks good and the dice rolling mechanic was fun.
Really great puzzle design. Decently incorporated the theme. I don't know if I would buy it on steam, but it is great for a quick play online. I had a good time with it.
Art looks good and audio fits, but above all else the puzzles hit a good sweet spot of not too hard and not to easy most of the time. I played to the end.
Felt a bit forced on the theme side of things, but hey it's 48 hours and you gotta pick a concept. Execution was decent, making the hands stick to the gun would have felt good and hiding mouse while playing. Simple little things to up the polish.
Decently fun, but I felt like it was a bit too slow paced, could you a little quicker ramp up, particularly for game jam rating purposes.
Pretty darn cool concept. I might be a bit biased, but the look of it was a lot of fun. I like how it is like a turn based game and real time strategy kind of. You have to think out your next move rather than just rushing in, though that is kind of what I wanted to do at the same time if that makes any sense.
At first my team was talking about doing a top down shooter using dice as the weapon somehow, I feel like you took that sort of concept to a really cool place.
It feels like something is missing, some additional stake or motivation to keep me going in one direction or another, but I'm not sure I have a solid solution for you there.
Would be cool if it wasn't just abilities, but if you could add a like spikes to make melee more viable or something more long ranged, idk.
Overall great ideas here.