Fun little game! I was missing a "continue to next level" butten (or using Enter) and some sound effects for clicking the items. Feels rather polished otherwise. Good job. :+1:.
Also, the items rotated violently after I picked them up. You could consider dampening the rotational force on the first .25 seconds after picking it up or so. Although the rotating also feels like part of the charm and could give a feel for the item's weight. ^^
Crysaac
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Thank you so much for playing and leaving feedback! Your points regarding sound and restarting were things we would have loved to do given more time. Also introducing the inputs better. Rotating blocks is needed for level 3 and Grandpa reminds you of the feature then, but if we had more time, we would have liked to add a short input section in the menu or a little tutorial.
One main problem we had with Godots physics engine was that the option to set RotationLimits in the PinJoint2Ds just did not work. This seems to be a known bug. Thus, all of our rigidbodies could rotate freely, leading to the cars practically deflating. We tried to add this behaviour by hand but ultimately decided to switch the engine as LiquidFun noted.
Also keep in mind that both our Engine Switch and using SmartShape2D led to us not being able to provide an HTML build. As some people only play web-based builds, these are super useful to get more feedback in a Jam. So you should think twice about switching engines if one of your main goals is to get a lot of plays. It did really help in our case, tho.
One of the most polished games I played so far. The sound effects and graphics added a lot. Well done! Especially the sound effects were very engaging. I think only the adherence to the theme was a bit lacking and the power ups often did not really feel important as they sometimes did nothing. Still very fun!
Super well done entry! Congrats for submitting your first game. This was very impressive. The gameplay was actually really engaging, the aesthetics were amazing and sound effects+music also fit really well. The game was also one of the most creative I've played so far.
I think this could easily be expanded on in the future. Very nice submission! :+1:
I would very much recommend to hint the player towards the fact that right click inspects things. That mechanic is really good but if you don't know it and thus cant read the tutorial it gets a bit frustrating. Either have a text bubble/menu screen at the start or at least write it on the Itch page of the game (You can change that one after submitting). Also there were unfortunately some bugs but that happens (Especially in such a big game). In my first play through I rolled one effect die and that die just started rolling infinitely many times and on the second play through I got all the special dices but then when I fought the next enemy I couldn't choose a need special die and then the game froze after I clicked on two of mine. Would have liked to know what other enemies there are but I guess I just have to do another play through. :D
The only thing this game lacked a little bit is readability. Things like small attack animations (like making the enemies move forward one after another) and showing the health drop down would add a lot of readability. Nevertheless this was really impressive and a really good game. Did not seem like something you did in just two days.
Hey, thanks a lot for trying out my game! :)
Sad to hear that the second level bugged out for you. It seemed to work correctly for me and a friend who tried it. In that level the bar is only supposed to go up one if you land on the fields with a 1 when your die is showing a 1 as well.
Hope you had fun participating as well!
Nice submission! The narrator added a ton and the story you told was very interesting. That really sold it. I think gameplay had some problems tho. Maybe the dice should have more unique abilities and/or you should not start from the complete beginning after you die. It was a bit tedious to get back the the last dice when you miss it. I had the strategy to look down on the line and got completely caught of guard when I had to jump. :D But it wasn't so bad since i could just sprint through the other levels.
Very creative submission.
Also you can ride the last die as you are not killed on top of them :D
Very nice submission! Interesting and new concept, look very cool and everything else fits as well. Things i would mention are that it was sometimes hard to get the camera in the right spot as you can turn it with the mouse but then it also turns whenever you drag. So i had to turn it a lot. And it was sometimes hard to see whether the player will land somewhere or not. But that's part of the game.
Had some fun moments. Especially when i went into the little treasure room and then landed on a 2 and the door closed behind me. :D
Nice Idea. I especially liked that you added bots/opponents. ^^
As other comments pointed out the main problems where keeping track of things due to 1) the mouse sensitivity (and sometimes the mouse seemed to randomly jump. Probably when something was loading a long time) and 2) the fact that you could sometimes not the the next platform you were supposed to jump to. The platforms were often below the one you are on. Maybe adding something so that you could fly above the dice with the camera and thus see the next platform would be nice. :thinking:
Anyways, good submission :)
Thanks a lot! Most people don't play through the whole game in game jams. Thanks for taking the time and glad you enjoyed it :) Also sorry for the frustration level. ^^' It was actually the first level we made to test out what was possible with the mechanics we had then. And 84 is pretty good.
PS: There are some bonus levels accessible through the level selector, but we put them there only because we think they are not as good as the main levels.
I quite liked the idea, graphics and music but i think there were some flaws in the gameplay and enemy readability.
1. A simple one to fix: i think the game would have been much nicer for me if the enemies were red or violet or some color other than yourself. i died multiple times because i thought they were just mass i could attach to myself ^^' Or giving them some other malicious feature for better readability.
2. Another problem I think is that firing many slimes until you are really small seems like the best strategy, which is quite tedious. I think either just being able to throw nearly everything at once instead of only being able to split or somehow making it that shooting yourself multiple times isn't as good as a strategy.
3. I think the background spikes from the top should maybe have a bit less contrast as i thought they would actually damage for the first half of playing.
4 Overall the game is a little slow. I think removing or lessening the slowdown on the throwing ability would help there. That's also the reason why it is really punishing to get set back all the way to the beginning
I hope this wasn't too harsh. The game is still really impressive and nicely done. I enjoyed playing it and it sets a nice atmosphere.