A testament to the theme's embrace.
From whence came this spark divine?
Such ingenuity, in your work does align.
Only from sages could such brilliance stem,
In this contest, you've set the gem.
Cool idea and great visuals, polish and sfx it all tied together really well.
Like others mentioned this game is slow. The cursor movement is slow. Enemy turn is slow because each enemy is shown even when not moving. The dice roll is slow. And it feels even slower because of the repetivness of gameplay.
You only have 50% chance to spawn units and they do the same thing with slightly different variables under the hood. The 4,5 and 6 are pretty much useless as you can ignore connecting up to your main island if you just spawn your units next to each enemy island.
Finally, there is not much strategy, you just throw your units in battle and sometimes place them so they can't be attacked by 2 enemy at the same time.
I love turn based strategy games, but for now this one is too slow and not varied enough yet.
I still played 40 min of this game as it looks amazing and eveything thing fits to the theme of the dice very well.
One of the best unveilings of this roll to swap the weapon I played this jam. The art is really cool and game feel is amazing, very well polished. Congrats on this solo submission especially because it was made using pygame.
I understand why there is ammo instead of just rolling to the next weapon but I don't get why not reload each weapon after rolling. There already is quite a long cooldown on rolling in such a caotic bullet hell and i was annoyed when I rolled to dodge and next time i rolled into that weapon it was already low on ammo.
I often found myself left clicking while I was out of ammo, maybe make the player roll on left click if he's out of ammo.
Also a cool thing to do would be to actually manipulate the dice rolls. So that you dont get the same weapon until all 6 (or atleast 4) weaopons have been drawn already.
And finally, a bit of pitch shifting on each shot would help especially on fast shooting guns.
Overall fun game but a bit annoying solution for guns rolling.
P.S: I find it fun how each jam people manage to sqeeze in a random weapon game.
The ships look really cool and and the game is quite fun to play!
First piece of feedback, the game is difficult from the start, there should be some scaling, maybe tied to when you kill an enemy causing more to spawn. For now it seems random and overwhelming.
Second, the background looks kinda odd because it has bigger pixels than the spaceships.
The ships are very verried in their movement and shooting patterns but there is a big difference in kill difficulty. I find it hard to kill the smallest ship as it is also the one that moves the most, but the big ones are stationary so way easier to kill. Even though their shots are the biggest they always travel the same path and so are predictible unlike the small targeted annoying ones.
Overall, fun game but too difficult too quickly and too short powerups or too few of them, they never overlapp which is a shame.
Amazing story telling and great music, never felt repetitive or annoying even tho it looped for more than 20 minutes.
Really well done on the game design and the theme! I can't rate full marks for innovation as it is too close to blackbird style and the art is too basic. The robot looks great but the flesh-being is a bit confusing and the environment is way too dull.
Anyway, good job and I hope to see a more developed version post jam ;)
Chill game with no enemies, pretty fun to grind more ants and find food.
Only problem for me was the low amount of food and the progression as if you eat an apple you can get enough ants and upgrades to eat every other food in seconds.
And then the games becomes just searching like a detective for a potatoe or tasty red apple hidden in the corner of the map.
Anyway, great idea and chill atmosphere just needs a bit more tuning of the values.
The visuals are very nice and the game is indeed chill! Good job on that aspect!
The game is pretty short, but that's understandable. Only thing that threw me off is the sound effect for when you go in a direction you can't, it's a bit too loud for my taste and maybe should trigger a bit lighter when the second cube actually makes a correct move.
Unfortunately I can't rate high on the theme category as it doesn't fit for me. If the cubes could help each other in someway it would make more sense but for now there isn't much of a necessity and just a requirement in the form of grass tiles.
Anyway, Great job on the graphics, the audio, and the enjoyable game!
Sorry for being harsh but for me this game lacks gameplay. It is basically placing units and waiting till they die to drop them again.
The art and sfx are very cool, don't get me wrong but there is something missing, maybe adding different abilities to each creature, different interactions, etc. They're basically the same creep with different stats.
The game is also way too slow for me and it made me not want to play it all through. Also you should make the creatures go around corners in one turn and not 2, make the right diagonally would help making the AI more active because often they were or unable to hit or moving would take 4 turns to hit the creep 2 blocks away.
Anyway, I get that you only had 48 hours but I have to rate you as everyone, but can't wait till you update the game and add all the cool stuff. Great job for a 2 day game!
I really like this gamea lot! Great job!
All of the different guns are so cool and playing on asteroids is really fun, jumping from one onto another feels amazing.
This gives me such an Ender's Game vibes, I love it. I'd add some movement to the asteroids and a turn rate so each of the is really different and has some tactical advantages. If you could expand this into a team multiplayer game I'd definitely but it.
Amaaaaaazing! for me the first 5 star game and probably the last. Wonderful atmosphere and beautiful sounds and music, kept me engaged the entire playthrough.
Honestly, I can't wait till you make a bigger game out of this and definitely will follow your releases.
For some constructive feedback I'd recommend to make a cleaner look (less shading). But the most important thing is to make more of this game. I love the puzzles simple but with the sfx and that voice which is perfect fit btw, make for an amazing entry. If you'd expand I would recommend to inspire yourself for puzzle ideas from Zelda games because they are very easy to show in such restrictions.
Quick question: Did you record all the sfx yourself ?
Great game, I really love multiplayer games, Couch coop/vs is my favorite type of games so I might be biased here.
Solid entry, player it with my bud and we had a lot of fun. If I could change one thing it would be to make the controls more intuitive. (ex. make up be the jump, down the stomp, right and left be direction changing and sliding). It would really help to be more accurate, as it is what is most difficult in this game, without changing the gameplay.
There actually is no checkmate in the game.
I did this on purpose for 2 reasons one is time because as you know it would eat a ton of time to implement.
The second reason is for game design. As the King's power might work in your favor I didn't want to block the player to be able to explore all the possibilities.
Anyway, I'll rate you back and leave feedback Thanks for commenting!
The Jam submission had some bugs that I fixed in the post jam version. I also added a info tab in the menus showing how each piece works. The game itself is identical to the jam version except one little tweak I made thanks to the feedback of a friend (Made the horse lazer hit 2 chessboard tiles instead of one).
Even though the changes aren't affecting the game play I can entirely understand rating my submission lower.
Anyway, If you want to play some online games with me or anyone on the discord server feel free to join (it's pretty empty I just opened it)
Great! Thanks for the commenting, I really appreciate it.
I'm up too for playing with people online it's just that I can't right now...
I'm on the lrzj discord so when I'm more available I'll play with people.
I'm also making some updates post jam and will do a info page to make it more intuitive (kinda tutorial) and adding an Android build soon
Hopefully, it'll be out by august 20 because I'm not in the mood to really do some work rn.
Thanks for the feedback! I guess if'd add some sweet animations to the King rewind power it would be more viable, but I see why it lacks thematically.
I'm working right now on animations for each piece and a small info page with gif + description for each piece.
Maybe you could try it out when I will release the second version. Anyway, thanks for commenting and I will definitely play your submission.
ugh, Sorry Controller support only... (forgot to add that)
I did it over the weekend, started recreating the 'Heave Ho' controller and then realised it fitted the theme if I'd add 0 gravity. I'd say more like 5-6 hours. I only submitted to get feedback. But, yeah controller support only isn't the best way to get feedback on smaller jams.