Thanks! There are a few projects I want to work on before coming back to this, but I intend to fix the bugs and turn this into a full game in the future when I get time!
CosmoBrain
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Very fun to play, and the only tabletop-style game I've found in this jam so far. I like how intuitive the controls are. My only problem is that the silver die looks very similar to the white dice when it's near the bottom of the screen (under the white light), though that isn't much of a problem as you can still tell the difference if you look carefully and holding the die away from the light makes it clear which type it is.
Thanks! We spent so long trying to figure out how to get physics to work that we didn't really have time to make levels centered / add a tutorial / add any amount of polish. We gave up on fixing physics when we noticed that we barely had any time left and just added some levels.
For future jams (and for an update to this game) I'll definitely use a physics engine (probably matter.js)
Yeah, there are lots of physics bugs lol.
Neither of us (me or speediplayz) are used to making physics based games so we don't have experience using physics engines. We wrote al of the physics code during the jam. I like this idea though, so I might try again later and turn it into a proper game (with working physics) in the future if enough people seem interested.
Thanks for playing! I've been thinking about both ideas and I really want to be able to do both. I want to be add some sort of save level feature before turning this into a game. Once I do I'll ask friends to design some levels and send them to me because I'm terrible and level design lol. I don't think I'll be able to make something that saves and then automatically loads levels, but I can probably make something that produces a series of numbers and characters that you can save as a text file and that can be loaded by copy/pasting the code into a text box.
While I'm working on that , I'm also planning on doing some research on level design so hopefully I can make a full game out of this. Thanks for the feedback and thanks again for playing this game!
The difficulty curve does need quite a bit of work. I think I might come back to this project someday, but I don't know. Thanks for the compliment to the music! It's the first piece of music I've made myself. I probably should have made it clear that there aren't waves in this game (due to lack of time). Thanks for the advice!
I found a game that doesn't use that for fullscreen. I thought you might want to see. https://simonknowsstuff.itch.io/the-sword
Cool idea, but I think the controls could be improved. It's difficult to use WASD on one side of the keyboard with one hand, then the mouse on the other side of the keyboard with the other, then letting go of one of those to use the arrow keys. I think the arrow keys left and right should be replaced with Q and E, or with Left Mouse Click and Right Mouse Click, where the middle mouse click selects things.
Other than that though, great game! I enjoyed it, but I can't rate it because I haven't submitted my own entry.
I need to update the tutorial box in the top right. You use Q to decrease the value of the bar and E to increase it. The value is the volume of the music & SFX. In a few weeks, I'll seperate the volume and SFX into separate bars.
Edit: thanks for the compliment to the artwork, but I don't particularly like it. I might draw some proper sprites when I come back to this project (probably in a few weeks)
It's okay, this isn't Unity. Audio is just HTML5 Audio tags, sprites are just HTML5 Img tags, and the 'engine' is limited to playing audio, skipping to points in the audio, drawing images, and drawing rectangles and circles.
To get them to shoot to the beat, I just have to manually set the time between shots based on the music instead of having it be random, like it is now. I don't think that process would change much even if I was using Unity. Thanks for the feedback, in a few weeks I'm going to work on making a complete version (with better sprites and maybe improved music) and I'll play around with this idea and see if it works.
The only problem I can see with this is that the enemies might all shoot at the same time, but playing around with it should work. Maybe the enemies can skip beats? I don't know. I'll find out in a few weeks and let you know.
Thanks again for the feedback.