I see you are also a fan of open source software! Your game was surprisingly puzzling which I really enjoyed. I'm not sure I found the intended solution to the last level but I solved it nonetheless. I thought the puzzles were quite clever! Great job!
DeepOcean
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Pretty fun little game, really love the level of polish! Though I didn't find the time stop too useful, as it was incredibly short. Instead, while moving the screen would flash as I'm between A and D keys, which wasn't a big deal but it would have felt better without that.
Overall though, like I said the polish/game feel was really on point, nice job!
Here's what I was able to do without using the time stop:
Very cute! I'm impressed by what you were able to achieve all on your own.
Sadly, I made it about halfway through the game before realizing I had successfully synced with some memories! I thought the pause menu was coming up because I had mistimed something, and it always opened at Note 1, which I didn't have yet, so I thought I was missing something.
But in the end I was able to read the story and I really like what you were going for. I just wish I was able to experience it at a better pace the first time through
This game was super cute but too frustrating at times for a couple reasons. The final customer on the first two levels (especially the second) was really hard to do fast enough especially because of the controls, and then on the last level I would get stuck between stations and lose the ability to rotate.
It wasn't always clear what state I was in and I would often accidentally restart growing in the garden which I couldn't cancel. But eventually I did learn how to play around that
Overall I felt like it was a great game held back by the limitation although you did about as good as could be done.
Love the way you worked around the limitation. Felt a little awkward to figure out the controls at first but once I did, it was fun to feel myself getting the hang of it.
The amount of polish was really nice! It had such a crisp, clean feel and especially the visuals and sounds associated with targeting and firing at asteroids made it very satisfying. Nice job!
This game has a lot of atmosphere, which was really nice, but I feel like the limitation could have been implemented better. For instance, it wasn't clear to me what LMB was for... maybe that would have been better used for clicking on NPCs to talk or on cats to collect. I know LMB swung the scythe but I didn't understand the point of that.
It took me a few losses to finally learn that I could upgrade my units, after that I won on the first try. The rhythm of the game made it really easy to tell what was going on, gave me some time to make decisions about what units to place or upgrade, and generally gave the game an overall vibe that really gave it its identity. That central concept was really cool and nicely executed!
Cool concept but there is almost no player agency. It seems the dominant strategy is the most boring one, which is to wait by 1 or 2 holes and wait until you get the roll you need, which can take agonizingly long sometimes if you are unlucky. I would encourage you to mess with the rerolling to find a way to encourage the player to play the way you want them to instead of feeling forced to wait around until they get lucky.
Besides that, everything else in the game is really nicely done, so good job!
Super cute! Really good writing.
This comment contains spoilers. For anyone reading that hasn't yet played, please go do so. It is a short and enjoyable narrative experience, and my commentary will ruin it for you since it is so story focused.
I loved the psychology of this game. I didn't think of it, but the other commenter's comparison to The Stanley Parable is apt, and I adore that game. The little choice at the end was far more intriguing than I would have expected from the game up to that point, which was a fun surprise and certainly comparable to the hilarious charm of The Stanley Parable.
I chose to roll the Fair Die. Of course, since I rolled a 3, I'm left wondering if it truly was fair! But never could I go for the fixed die, since that would seem to defeat the point. I felt compelled to try and stick it to the unseen narrator, who had become a sort of adversary to overcome. Rolling a guaranteed 6 would have been such a cheap way out, like I did it their way instead of my way. And yet, my way didn't work out either, and here I am, more delighted than ever to have lost a game!
Thanks so much for playing and for the kind words!
I know the jump is inconsistent for some reason. You are supposed to be able to jump while standing still. I know when my fiancee played on her laptop, her jumps would be consistently eaten in certain areas, where she couldn't jump no matter how many times she pressed space, except sometimes it did work. I'll have to take a close look at fixing that if I return to this game.
Thanks again for your feedback!
Thank you for playing!
Regarding the art, I don't consider myself an artist so thank you for your compliments. Maybe my next game will be a bit more vibrant.
For the jump, it is actually a little bit more forceful than the launch, which was supposed to be the reason to use it, and it does always go straight up which can make it easier to use than the launch (which resets your momentum, making it poor for a jump if you aimed it straight up). I think with some tweaking the jump could be more worth using, and I agree the launch is generally just better, especially for this level design.
If I ever return to this game I might make new "towers" as different levels. I was thinking it would be fun if the towers corresponded with a different TTRPG monster, starting perhaps with a goblin and then ending with a dragon. Then they would require higher and higher rolls to "beat" and move on to the next level.
Thank you so much for your feedback, I appreciate you taking the time to help me improve!
I played your game on Linux using Wine, which is a non-native experience that might have issues through no fault of your own.
Enjoyment
Initially I had a hard time reading the font, especially as the lines would move following the roll, and it wasn't clear to me what quantity was being affected by the dice since I hadn't quite figured out what was going on, and a bunch of stuff flying at me made it hard to read. Eventually, of course, I did figure it out, and it was much more enjoyable.
Creativity
I thought the variety of the obstacles was really fun and well in-line with the idea of randomness brought on by the theme. The obstacles felt random, as in, there's wide variety between a nuke and a fish.
Presentation
Absolutely charming! The art, music, and sound effects give a cohesive vibe, and I just fell in love with the art especially. Then it was made so much cooler with the color changes. Phenomenal!
Enjoyment
I thought the avoid minigame was a little too easy after I learned the pattern which I picked up pretty quick. Then the platforming sections seemed a little unwieldy and I disliked that one loss would lose me the entire run. Maybe if the player also had a health bar that would go down when you lost a game, giving you some room for forgiveness, that would be better, which an optional "hardcore" mode that works the way it does now, where one failure is a loss.
Creativity
I liked the application of the theme to the randomization of the minigame selection. Very cool interpretation!
Presentation
The animation of the d4 rolling and the following announcements were the highlight of the game in my opinion, and I thought the full-size art for the character and especially the boss on the main screen were really, really well done. Good work!
I played your game on Linux using Wine, which is a non-native experience that might have issues through no fault of your own.
Enjoyment
After the tutorial I couldn't kill the first enemy because they would fly into the air in a spazzy fashion and then come down on my head and sit on me. I couldn't shoot up so I would die.
Creativity
The weapons are where this game shines for sure. I thought the unique effects and applications of those effects was a really creative way to explore the theme. Good job!
Presentation
I don't particularly like the art and I especially disliked the handwritten instructions on the tutorial. It would have looked more professional to use a real font.
I played your game on Linux using Wine, which is a non-native experience that might have issues through no fault of your own.
EnjoymentI played through to the end, even after dying once, which I think says a lot. There was one bug where an enemy was able to hit me into a wall and I clipped through the collider or something and was stuck inside the wall.
Creativity
I like the concept and the game certainly has charm, but I felt that the application of the theme was not super creative, although it was well executed.
Presentation
The usage of pre-made assets definitely shows. There is a distinct blurriness to the coins that could have been resolved perhaps with a better filter/scaling option and there didn't seem to be an idle animation; I'd still be walking even if I was standing still. In addition, the enemies are just tinted sprites of the player, and not even a proper recolor. That said, I found the music to be fitting, and you were still able to put together a cohesive feel even with pre-made assets, so kudos! Also, your cover image and title definitely caught my eye, so good work there.