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DonKaiStorm

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A member registered Jan 26, 2022 · View creator page →

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I loved this game. The sound design and the art were well designed, the concept was something that I hadn't seen done before. Real solid game.

(Also, you can copy and paste the star ratings too?! Didn't know that...)
(Edit: They show up on my screen, but not in the actual text reply for some reason...had to use the numbers)


Theme & Limitation
Fun & Engagement
Innovation & Originality
Audio & Music
Graphics & Artwork 4

I enjoyed the gameplay itself and the graphics as well. Really gives off a horror vibe to what's going on. However, I don't think it fits the theme very well, if at all. The game itself may make a dice roll to determine what punishment you get, but that is never shown to the player and is often times what happens in the inner workings of games anyways. 

Theme & Limitation - 2
Fun & Engagement - 3
Innovation & Originality - 3
Audio & Music - 4
Graphics & Artwork - 3

I'm glad you enjoyed the game. I will admit that the lack of tutorialization in the game itself was a big drawback, not to mention the lack of feedback when actually damaging an opponent. The lack of music too was also a time limitation, mostly because I didn't find time to search for third-party music I wanted to use. I'm still happy with the final product, and I can't wait to see the final results from this jam.

I agree with this. It looks incredibly fun to play, but I would love to see a web or Windows build so I can try it out. I love how each of the die also has a different design to go with the different number on the face (acting like two visual differentiators). I did check the source code and it does mention using the Mario Kart DS Font, but it appears to be smoothed over. Even the original font page where it comes from appears much more crisp in comparison.
Again, I haven't gotten a chance to play it yet but it looks like a ton of fun.

I absolutely love this game. I find it's a blast to play. The mental games of trying to determine which numbers to remove from your list during a turn while also balancing bringing the score low AND keep lowering it for future turns is very interesting. The music fits the vibe of the game too, like it's a casual sit-down game with friends yet also promotes thinking of your next move. I've personally not seen a game / ruleset do something like this before. The fact there is also more outside of just the basic board itself (the house the game takes place in) is also a nice touch, albeit I think their actual quality could be improved, especially when it comes to the lighting.

Theme & Limitation - 5
Fun & Engagement - 4
Innovation & Originality - 4
Audio & Music - 4
Graphics and Artwork - 3
Overall - 4 (20 stars / 5 categories)

Very nice game and I wish this was an actual board game so I could play it IRL.

The game fits the dice theme in that it's based on a dice game. However, I find myself very confused on what to do. The rules of the game are not explained to the player. There's just a roll dice button and a Hold button. I was initially confused when I kept rolling the dice and see my number go up until it went away. I then google what Pig Dice Game was, and that's when I found out the rules and it made sense. Even so, there was no punch of visual feedback or audible feedback when rolling good or bad, which I feel is a massive detriment to the game.

Theme & Limitation - 3
Fun & Engagement - 1
Innovation & Originality - 1
Audio & Music - 1
Graphics and Artwork - 2
Overall - 1.6 (8  stars / 5 categories)

I would recommend adding in even the basic rules of Pig to the game in the future, so that even players with no idea what Pig is can read the rules and understand the basic premise AND also understand what your buttons in the game do. Even adding some movement to the buttons and dice (grow and shrink, rotate the die image, etc) can go long way in making the game FEEL better to play.

I love the game's artwork (especially with the pipes being casino chips). It fits really well into the dice aesthetic. I feel like there could be just a little big larger of a gap in between the top and bottom pipes though, as I find myself dying on the first or second set of chips.
As for the gameplay itself, aside from the rolling of the die, it's essentially Flappy Bird. Not that there's anything wrong with that, but there isn't much innovation or originality with the idea. The other game of Flappy Dice in the competition had an extremely similar premise, but the addition of the speed changing with each flap really makes it feel slightly more engaging to play. I honestly think the perfect version of the Flappy Dice concept would be the gameplay of the first (with some pipe spawning balance) with the aesthetic decisions of this game.

Theme & Limitation - 4
Fun & Engagement - 2 (if I could, I would go 2.5)
Innovation and Originality - 1 (if I could, I would go 1.5)
Audio & Music - 3
Graphics and Artwork - 3 (if I could, I would go 3.5)
Overall - 2.6 (13 stars over 5 categories)

While the game does fit the theme and limitation really well, there are often times where I run into situations that I couldn't avoid a game over. There are no SFX in the game at all, and the graphics could use some improvement. Having the same texture for the obstacles as the background makes both feel lack luster.

The gameplay is solid minus sections that result in near instant game overs due to the random spawning of the obstacles, but the rest of the game around it could use some improvement.


Theme & Limitation - 4
Fun & Engagement - 3
Innovation & Originality - 2
Audio & Music - 1
Graphics and Artwork - 2
Average - 2.4 (12 stars / 5 categories)

I got busy with life stuff and completely forgot to play other games in the jam (my apologies for not playing yours).

I'm glad you liked the SFX and Visuals. I wanted to make sure the enemies and player stood out, so I went for the brighter and more saturated palette for them compared with the color palette for the prebuilt dungeon asset I used. 

I designed the game as wanting to be the first game I added Controller support for, so I didn't think about the Keyboard controls as much as I should've. I should've spent more time testing with the Keyboard controls in mind.

Speaking of time, the same thing applies to the weapons and their difficulty. I should've played around with a more dynamic system of detecting the current weapons strength and scaling the difficulty based on that. My intention was for players to sacrifice strong weapons by picking up mod chips that have weaker stats but restore a small bit of health, but that didn't work out too well.

I'm glad you enjoyed the game, my apologies for not playing yours (or any of the other games for that matter) during the voting period.

I did not consider having different planet classes. Could be an interesting idea to use going forward.

Really nice game. A satisfying experience (especially when getting combos), fits the space theme in a different way than I would have thought, and it's all a polished package. Great work!

This game is a great little game. It fits the theme very well in terms of both gameplay and the aesthetic, the gameplay is short yet simple and polished. Not to mention the cat aesthetic will bring anyone in because...cats.

All 5 stars from me.

I will admit, the feedback aspect of the game did feel a bit off, but I got busy with work and being sick the last week to add more of that in the game. I think adding a damage sound or making the character flash instead of becoming slightly faded would've been a better call.

Glad you enjoyed it. One thing I would recommend if the game is slow with the many lives being available is changing the number of lives (I just remembered I left the starting number at 34 to test something). You can click the left/right arrows to the side of the lives count to decrease/increase the amount of lives respectively. Hope this helps!

The theme was "pressure", so I was hoping that the timer on the ball spawning and the moving spawn hole would apply "pressure" on the player to make a decision on when to spawn a ball.  I wanted to convey as much of the upgrade in the sprite to save on development time, but a description system to clearly list upgrades would be better, 100%. And yeah, the balls overflowing from the top was something I didn't account for. I never thought to spam the button in the endgame to see what would happen. Glad you enjoyed it!

Yeah, that was something I should've fixed before release. It only updates when you click the arrows, not when a ball lands. Glad you enjoyed it.

I was a bit out of touch with Unity and C# in general, so this was mainly used to get me back into the swing of things.  I wanted to add an attack to the game aside from jumping on boxes, but I didn't have enough time to debug it and get it resolved. Perhaps that and powerups could be something I add to another endless runner.

I kinda of wish it went even further than 311. However, the goal at this point is to get so many customers that the production can't keep up with demand, and then pick back and forth between those.

I absolutely love the game. The panic to keep the jam from reach 100%, all while trying to exploit it for your own gain is exciting. I would love to hear SFX for this jamming chaos, but it's a 5 in every other category for me. I would love to see this expanded upon in the future. Perhaps in another game jam where you expand / finish previous projects.

Hi. I just sent an request for the project files as well. Hopefully for my submission I figure out a way to compress the files small enough to not require the Gdrive request form for future days.

I just downloaded it to give it a try, and I went up the ramp and the game was just like..."physics, what's that?...oh, forget physics." Nice aesthetic tho, and I'm really interested in giving this a shot for Day 4.

Welp, I'm not going to have a submission to Day 3. I hope the Family Tree project survives because I really want to work on it for Day 4 (along with selecting another project or 2 since I have more time for the end of tomorrow and the whole day Friday), but the dice will fall where they may. I wish you all the best of luck on your Day 3 endeavors, and I will be back for Day 4!

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I like it a lot. It has great potential. I could see it becoming more than parkour, such as using abilities to destroy / move obstacles. I'm also doing this for day 2 (and by doing, I mean already done). It's not much, but I don't have a whole lot of time to dev for this jam anyways, so I add what I can.

I also got my Day 2 Project done, which is kinda why I'm sad that I only get 4 hours MAX to work on something before going to bed. Thankfully, I have the 28th off, so that day will be my biggest chance to make additions to existing projects.

Hey - Here's my link to Pegotic (Day 1 Project) - https://donkaistorm.itch.io/pegotic

So would I. Maybe someone will continue it for Day 2. Glad to see you enjoyed it!

Thanks!

Hey guys. I'm going to head to bed, but my submission Pegotic is currently available to download the source code and is also playable in the browser. So be sure to check it out!

IDK, but I started mine at 6:00 EST (which was roughly 3 1/2 hours ago and when the submission period first started). I gotta build mine, and then submit it. I'll give both a playable and a source code in my submission so people can play before they decide to add. It kinda sucks that I gotta go to bed right after I get the submission in, since I go to work and come back right as the first day ends tomorrow.

Also, what Unity versions are people planning on using? I'm using 2022.3.5f1, but I know others will use different versions. It'd be helpful to also probably at least say what Unity version you are using in the project itself to decrease the odds of broken projects and other bugs related to differing versions.

UNITY FTW!!! I guess you can say we...see sharp.

Okay. Cool. For a second, I was about to be like "Well, I have two conflicting answers...so which is it?"

Is it okay to have multiple submissions on each day, or are we limited to one submission each day?

For example, suppose on Day 2 I see 3 different games that we want to add features to. Would I have to choose only one of them to make a submission for, or would could I do multiple submissions for that day? The same rule would apply to the other days, so long as I avoid a game that I've done from a previous day (i.e I can't do someone else's Day 2 interpretation of a Day 1 game I chose for Day 3).

Interesting concept, a tower defense and tower offense game. Thumbs up, my friend. 

Okay, so I messed around in the pre-game lobby, and I found out that with keyboard controls, the left-click activates the Active Reload, which is also shoot on keyboard & mouse. However, when I try and use R2 (which is shoot) to activate the Active Reload, it doesn't work. My guess is that this is a bug, since based on the keyboard controls, shoot is intended to work well with this.

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What is the button on the Active Reload mechanic in order to activate it? I played with it on my PS4 Controller, and I have not figured it out. Does it not have a controller input counterpart?

EDIT: I know it comes when you are out of ammo, my question is what button do you press when the bar is within the target area?

Yeah...the zombies have this weird super power of pushing the player thru anything. Also, try using the scroll wheel when in the abyss and looking up at the map. A trippy effect happens.

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I noticed that too, and this was after the game was already published (I was apart of the team who made it). The workaround (jank as heck) is to pause the game and then click Resume. That should set things right. It comes with the added oddity of storing any movement made until the Resume is pressed, so that means you could spam the jump button and then go flying high into the sky.


EDIT: I will say that the rooms are lackluster, but since we are in college at the same time, the development of the rooms was put to the side a bit (whoops). There are also 105 different options for the Zombie's appearance.

Did you try using left click to open the door with it? Sometimes having something in your hand also affects it. The first door should open just fine, as it requires no gold at all.

Really liked playing this game. Someone else said it reminded them a lot of Vampire Survivors, and I 100% agree. It's really fun, and I could find myself playing this for a lot longer than I have time for. You get an A rating from me.