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defDrep

14
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A member registered May 26, 2022

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Aw, still you did very good on the time limit! Be proud of what you achieved.

Oh right, I worked on "Try not to Die" , it was posted by someone else since I was the artist in the group, and I'm not sure how to add it lol. If you checked it out it'd be very appreciated!


Here is the link:

https://itch.io/jam/gmtk-jam-2022/rate/1623150

Of course, glad I was able to help! Again awesome job mate, you should be proud!

As someone who worked on this, I am very proud. Some of the level design needs to be tweaked for the boy's extra high jump(or make it smaller to feel snappier) and the wish for more levels is there. But in my opinion, that means we had something good going on. I do wish the levels had more options for each shift, but level design in such a small time frame is hard. Good Job Us!

I think that the core idea is a common one, but the variety of dice was fresh and interesting plus the chance to re-roll. If you gave people the chance to build a set instead of pre-sets I think it could be very fun. I couldn't hear any music sadly, so if there was, cool, if there isn't, try getting some copyright-free tunes for next time! Good job!

Pretty interesting idea, I wish the physics weren't so finicky but it's a Game Jam. I would like if there was some audio in the background, Lastly, there were some spots in level 7 where I feel I should have been able to place an item but couldn't. U think it's just missing a bit of polish and some more challenging-level designs. Great job!

Pretty art and the concept was well executed, I just feel like the enemies got so many high rolls on me, probably just my bad rng. Good job yall!

I think it had a great idea, but my controls were off, I just had super high mouse sensitivity so it was hard to aim. I think the spawn rate could be a little more sequential since I just got surrounded in like 50 of them at 20 seconds in. Pretty art, I do wish that the dice roll had more of an effect and that there was a way to get dice if both your weapons break.

Thought the concept was very cool and the diversity of guns and bullets was great. I do wish the mouse curser was larger because it was hard to see it at times and the tileset messed with my eyes a little since it felt a tad blurry, the art was very nice, just think it had a tad too much on the effects. The enemy that moves in quick bursts was the most annoying lol since I could rarely be outrun.  A pretty fun arcade-style game though, good job on the Game Jam! 

The idea for it was ok, but I could not understand it. Firstly, the dice had no numbers so I did not know what I was rolling, second, it didn't show how to attack or defend in the tutorial so I just randomly threw the dice and thirdly, the defense didn't seem to do anything, the counter went up but I still took damage. I could not hear the music either. Seems like a fun time killer, and I'm sure you tried your hardest. If there is a way to play the game more clearly, please let me know and I will check!

Sad to see it isn't fully finished, but definitely has potential, I think that the dice throwing with mouse and WASD feels pretty good. The dice damage points are often off-screen since it's linked to the position of the character, and the horizontal movement has a slippery feel as they skid a little after releasing the key which makes it hard to not fall off. I would recommend making the camera a little bit more zoomed out and for the pixel art to be clearer for the menu. Lastly, a tutorial stage with all the enemies would help to understand because one of them still confuses me, but if you make more enemy types could be a cool randomized bullet hell-ish game. I think that if you do a game jam again( I think you should) you should focus on having everything working without bugs, maybe get another person who can playtest and help out! Good attempt!

I think it was fun, the concept I have seen before but it was executed differently. I think the game scales up a bit too fast, but that can be cuz of the time limit. I do wish that the sprites had their own space because it was hard to see everything all at once without getting overwhelmed in the beginning.  think you handled everything right, but the biggest thought I have is that you should be given the option to invest your points into healing whenever you want, and that to get the new die you have to play riskier and save it up, as in like you can heal mid-fight, but you don't get a new dice if you do it too often, and could be balanced by making it so that if you lower the enemies health past 0 you also get some extra invest points.

Pretty art, the game concept is simple yet efficient. I could not hear any audio from the web version of the game though. I think the idea could have gotten a little more developed. Maybe more variation or something to keep it enticing. An example of this would be if the web's layout shifted or some links broke, so you need to take a longer, riskier path. I liked the idea though, great job getting it done in such a short time. 

Fun arcade concept, I think that if the movement of the dice also got chances to get upgraded over time, it could give the game more replayability. I think it's a fun time killer. My only comment would be that the Hardcore difficulty can get be pretty unforgiving right from the start and highly dependent on how lucky you are on each cycle.