Loved everything about this one. Whether you make the top 20 or not, you deserve to! Excellent work.
cleeverz
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Fun! I feel like you undersold yourself a bit in your description by not mentioning that you can achieve combo kills of off just one roll, which is kinda the coolest aspect of the game play. Good stuff. Feels great to play. Gets too hard too fast, but so does my team's game, just kinda happens on a Jam timeline. Nice work! Love the music you selected!
Very technically impressive for a jam game, and I think the music is some of the best original music I've heard this Jam. (Besides mine. COMPOSER FIGHT!!! hahahahaha!!!....ahem..) I like the idea a lot. The controls seemed a little unresponsive at times, particularly dropping the D20 I couldn't tell where it was gonna go or why it didn't go sometimes. Love the miniatures look and the tabletop environment, and was really impressed the enemy pathfinding worked as well as it did. Not easy! well done!
Very technically impressive for a jam game, and I think the music is some of the best original music I've heard this Jam. (Besides mine. COMPOSER FIGHT!!! hahahahaha!!!....ahem..) I like the idea a lot. The controls seemed a little unresponsive at times, particularly dropping the D20 I couldn't tell where it was gonna go or why it didn't go sometimes. Love the miniatures look and the tabletop environment, and was really impressed the enemy pathfinding worked as well as it did. Not easy! well done!
I like it! The presentation is simple but clear, I think what you did with the dice mechanic for different guns brings a lot of variety, and it feels really, really good to get the chain gun! I also like your music SFX. Music is simple without being annoying, and kicks a little ass while also being kind of chill.
A really good idea! I'm really intrigued by the idea of a player character with turn based movement that has to account for enemies with real time movement. I like the visual presentation, but think the sound design/music is probably the weakest point. That synth blast when you pick up the sword made my ears hurt a bit. Overall very sold game jam entry though!
I love it! Made me wish there was more. https://itch.io/jam/gmtk-jam-2022/rate/1618772
Imma tell you, I fucking hate puzzle games, but you've done such a bang up job here I have to give you a high rating. It's too bad I'm too dumb to get past the third stage! Great music, great look, controlling the dice feels good, and I think it's a great concept.
If you've got a moment and want to rate my team's game, it's here. https://itch.io/jam/gmtk-jam-2022/rate/1618772
Might be the best visual presentation I've seen in the Jam so far, especially those beautifully drawn vignettes at the start. At first I didn't think I was going to like the music but the way it morphed between levels really won me over. And this is definitely the most emotionally evocative game I've played in this Jam. It's a wonderful take on the theme.
Similar to other commenters, I don't feel the game is much fun at this point, by way of slowness, but this is such a strong concept and the idea has so much clear potential that it still is a Top Notch submission in my opinion. Well done!
Top Notch!
First, I am super impressed by the completeness of this submission. A tutorial. A bunch of different enemy types that all work with the joining mechanic. Lighting effects. Crisp, non buggy controls. Screen shake. SFX for pretty much everything. An Epic sounding and highly varied musical composition. This is just fabulously juiced up for 48 hours of work!
Next, I think this is an excellent take on the theme, both the joined and unjoined states have meaningful gameplay consequences, and you get to play around with it a lot by controlling all the different enemy types.
The only criticism that comes to mind is that when the level first loaded up for me, it took a while for an enemy to spawn in, so I was confused about what to do for a few moments. It cleared up fast though.
Great work!!!
This is really good, you nailed the fun factor in my opinion, which is always one of the best things you can do, and I think it's a great exploration of the theme. Even after I died ten or so times I really wanted to keep playing to see what it was like to get all the powerups and see if I could match or beat your high score. (Spoiler alert: ....um...no).
I love the music and the SFX, the first couple of times I died the screen breaking explosion and the Atari-like death SFX made me laugh out loud.
The visuals are obviously on the minimalistic side, but I think that probably made this a better experience because it was nice and readable.
Constructive Criticisms:
Some of the SFX were too high in the overall mix and were thus a bit harsh and unpleasant on the ears, specifically the default player firing sound and the clear screen powerup effect. Remember that human ears hear higher pitched sound better than lower pitched sounds, so sometimes you need to lower the higher pitched ones in the overall volume mix of your game so they don't overwhelm a listener's ears.
This one is more subjective, but I don't think I agree with the design choice of making the side of the screen deadly. I think there was plenty of challenge to be had with fighting, dodging and grabbing powerups, and it felt like one too many things to worry about.
Overall though, top notch submission, very well done!
I'm terrible at puzzle games so this had me scratching my noodle pretty fast. The sticky block feature really makes for some hard to get at first puzzle solutions. Really good puzzle design.
Some music and SFX would have really beefed up the experience, though that can be tough to do in a 48 hour jam and it's better to have no sounds than bad/annoying ones!
Minor note: The small resolution made the control text on the first screen tough to see for someone with meh eyesight.
Good work!
Really cool! Such a neat Idea, and one of my favorite applications of the theme so far. Really, really nice work. And the music you picked was amazingly perfect. One pretty minor note: even though your control scheme was simple and pretty standard, I always think it's better not to make your player figure out the controls on their own. (I didn't see them explained anywhere, sorry if I just missed them). But legitimately, this is a great game jam submission!
I'd love to see this explored further with different obstacles and more levels!
From the point where I read your description this was certainly the weirdest Idea I've seen so far. And I mean that in a really good way. Full marks for originality. I don't feel like there is enough game there yet to really feel like, well, a game, but the idea is really intriguing and I'd be very interested to see this taken further.
This is just plain fun to play. A few levels in I caught my self just effing around and jumping to swing around a platform over and over again because the way you implemented the elasticity was just super fun to toy with. Excellent use of a smallish number of elements to create a variety of challenges. Top notch!