Thanks so much, glad you enjoyed it!
Commit To The Bit
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Wow, this is inspired. Having the two dice in their feedback loop is an simple but maddeningly elegant bit of design, with enough depth that I doubt you'd have any trouble fleshing the course out to a full 18 holes. Don't get me wrong, I definitely sucked at beating the levels under par, but just because I'm not a massive fan of these more open-ended sorts of puzzles doesn't mean I can't appreciate the vision! Just great.
Wow, high praise indeed! That's actually such a useful point about the eyes; I've sort of realised since publishing it that I'm not all that happy with the tone of the game, but I'd only really been thinking about the writing and sound until you mentioned that.
And yeah, Godot's a blast! Don't get me wrong, it definitely has some weird and unexpected limitations, but hey - I'm a sucker for a good bit of open source software!
Following up, it's interesting! I really wanna start by saying, as someone else who's had a shot at turning around a bit of interactive fiction for a game jam, my god is it hard, and my god have you done a better and more substantial job of it that I ever have. More to the point, you've got a really solid concept, the sort of thing you can really sink your teeth into. I think though, there's a bit of a feeling that the plot is getting away from you? There's all these ambitious ideas and concepts and stats to keep track of, but unless you can let the player fully interact with them, the game can maybe feel a bit lacking in depth/variety.
Maybe a good way to refine it would be force yourself to rewrite the story to take place over... a week? Three days? Not only can you keep up your story's momentum a lot more easily, but when you're not focused on writing a month's worth of content there's a lot more room to give the player some sense of freedom/deeper involvement.
Really hope this doesn't sound negative - I just sincerely love a chance to chat about writing in games, so the fact you've given me such a cool piece with so much to chat about is really all I could have asked for!
Incredibly charming. Having created a dice-based puzzler myself, I'm more than a bit jealous of what you've come up with! Relaxing, satisfying, with an absolutely seamless tutorial. One thing I would say, though, is the levels do start to feel a bit repetitive after a while: you can use the same strategy to brute force them without having to think much, which isn't ideal. Still, all the more reason to add things like limited ink after the jam - keep it up!
Short, sure, but my god is it sweet. Not the first to say that forcing the player to change their guns is a brilliant design decision, so instead I wanna complement you all on those little subtleties and quality of life features you've worked in. The retro tunes, the seamlessly-integrated tutorial, that cute little particle effect when you try and fire an empty gun; not only have you created a very fun game, but you've presented it in a way that truly does it justice. Keep it up!
From the creator of one tile-based dice-rolling puzzler to another: I'm more than a little bit jealous. This is just such a satisfying game; the clean graphics, the ice crackling underfoot, the fact the levels have more than one solution... it all amounts to an incredibly calming experience, one well worth playing the whole way through. Very pleasant stuff.
Really exciting stuff! Love the storytelling, love that soundtrack, and building on some of the other comments, I'd say the random movement is currently a bit frustrating but such an interesting concept to explore. I think there's definitely ways of iterating on it to give the player just a little bit more control, whether letting them influence that probability distribution more easily or shifting from post-luck to pre-luck altogether - but hey, where's the fun in a jam if not trying out something completely wild? Keep it up!
Maybe I'm biased, but having also made a puzzle based on the same movement mechanic, I found it so cool to see the direction you went with it! Goes without saying that the levels were really compelling, but maybe an undo and/or reset button would let the player explore and enjoy them more fully? I think I felt too focused on not messing up/running out of time that I couldn't fully appreciate the care you'd put into them.
Oh, and I for one thought the irregular die was a nice touch; made me think *that* bit more!
Oof, really really clever stuff. You've got one of those core mechanics that's so simple to understand (so much so that you can fit that nice numbered grid in the top right corner!), but has so much depth to be teased out of it. I think an undo button would have been a really nice touch to let the player fully appreciate your puzzles and learn from their mistakes, but hey - you've given us more than enough to appreciate as is!