I'm glad you enjoyed it. I need to find out how to better enforce 16:9 on how Unity games
DarkQueenSara
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I have like 20+ projects on itch.io. There were 14 only on my dropdown. Literally, the drop-down didn't show them all, so since our game started with T, the drop-down did not let me choose our project, and my other project admin didn't have the dropdown at all, she could only create a new one.
Can we submit it past the date?
I have like 20+ projects on itch.io. There were 14 only on my dropdown. Literally, the drop-down didn't show them all, so since our game started with T, the drop-down did not let me choose our project, and my other project admin didn't have the dropdown at all, she could only create a new one.
Can we submit it past the date?
So in our game about self-discovery, we have an MC talk to an alternate version of themselves in their mind. We did this by having the same sprite for both but making one red using Unity's option to tint.
I also made an object that shakes with a Trail Renderer to put over the alt MC's face, so instead of seeing her face, we just see scratches happening in real-time. This is also done fully with code/Unity's capabilities. But we are unsure if it is completely legal...
So what the title says. The jam ends at 1 pm in our timezone, which isn't great timing. It's 2 am and our programmer had to go sleep. He's the only one who really knows how to use Godot. I learned tiles and the rest of the team is the artists.
So I wanna know if we'll have a shot at actually finishing the game. I feel like it is possible in 24 hours.
I wish I could have enjoyed it more. The art is amazing. And I love the body horror enemies.
But the mechanic of weapon switching doesn't really work because most of the weapons kinda suck and there's not much of a penalty for enrolling. I got a 5, and then I wrecked every enemy. I never wanted to use another weapon.
Also, there was a weird bug where when you entered a room, you couldn't attack until after you rolled.
The graphics are amazing, and the animations too. I love how you bothered with cutscenes. Just wish there were sound effects.
There's a good base for a game here, and I didn't hate it. It was super polished!
A lot of enemies didn't have colors that matched my own and it looked like I couldn't damage them. Also, the UI on the top right corner with the sides of the dice was a bit confusing. I tried to use it so I could roll in the right directions to get the right colors, but it always felt like after rolling, it wasn't the side I expected, and also it went totally different. This makes preparing combos near impossible.
Still, a game with stellar presentation and great control, there's fun to be had.
Love the presentation, and I'm always a sucker for arcade games.
It's a fun game overall. But I have some gripes: firstly, your hat isn't part of your hit box so you always have to jump to reach coins. Also, while I love the feedback you get for rolling on the ground, where you kinda wobble, it takes a bit of control away, which would be fine, but a lot of platforms are too small for it. And yeah, a tutorial screen of sorts would be great.
But I had a lot of fun! Love the graphics and the music even more. Reminds of me of Sonic CD, and that's a compliment.
Had to stop at level 13, it was too hard for me. Not a sign of a bad game, it's just me sucking at puzzles.
Nice clean presentation, the music is nice and relaxing and the concept is really fun and interesting. A lot of games have this concept, but being able to rotate the entire level as a cube was really nice.
My only gripes with it were that on rare occasions gravity was wonky and that while freezing the cubes is a great idea, you can freeze them in mid-air. I did 2-3 puzzles not the intended way because of this.
Also, you rotate the cube forwards and backwards and left to right on only one axis. I wish I could have rotated it left/right on the y-axis using Q and E. Would help me get a better view and line up cube drops.
On the whole, a great game!
I got this from the "No ratings" pile, which is a shame cause this game is amazing, and I hope the algorithm rewards you in the long run.
Even though the mechanic of "each dice side has a different weapon" is gonna be one of the recurring ones from the jam, yours was in a very fun game. Responsive, looks good, has good bouncy coins that are satisfying to catch.
The weapons are more elaborate than most other games in the jam, with homing projectiles and fun patterns. Love the gimmick of the shifting platforms, just an easy way to keep changing the playfield.
The enemies have fun designs and their AI is simple but works perfectly and each one has a clear pattern and purpose.
The game is polished, with an insane menu, that I don't know how you did in 50 hours. I had a blast playing this one.
Let's start with the pros. Banging music! Reminds me a lot of Ape Escape. That's a compliment BTW.
Sadly the game itself isn't as good. Bomberman, but the bombs are dice is a good base for a game, but there is no apparent goal so it feels aimless. You move as slow as a snail, trying to grab powerups, that maybe upgrade your bombs or your speed or something that isn't clear, and there is no apparent end to a stage.
You should have made a smaller, but more focused level, with a clear goal, and clearer power-ups.
Let's start with the pros:
Love the concept. I love that each side has its damage, and that also when you get powerups, they are added to that side.
But it doesn't add up to a great game. Movement is jittery in part cause you can't hold down a key, there is no goal at all, not even a high score to beat, to the point I could just go back and forth doing 5 and 6 damage, but only until I got bored because nothing had a point. The game has a poor title screen, but the ing same graphics are fine, though there is no music. Neat concept, but didn't turn out as well as it could.