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A member registered Oct 07, 2014 · View creator page →

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First off congratulations on finishing the game jam!

This was a quick and funny game, the Hint Rat should get best supporting actor for his on-screen death.

I am not sure exactly how I could have beaten the good/evil wizard, it appeared that my heal rolls weren't ever doing much, and certainly were not out-healing his attacks. If this was meant to be a story-only game where the player's actions were rigged from the start that would be an interesting challenge but since I was able to lose I guess there just wasn't enough time to implement more mechanics.

This was a well done game, from the unlikely friendship with hint-rat to the murder of Gerry, I was chuckling all along the way. Congrats once again on completing the jam.

Congratulations on completing the game jam!

So I think there was an issue with the build uploaded for submission, I had no audio except for the ambient cityscape :( I watched the video provided and the audio was really well done too! Pairing the dice rotational speed with the thwipping noise was a great touch and the chill vibes from the soundtrack fit the atmosphere of the environment.

The movement of the cube was a little frustrating, especially when the goals were so loosely defined I ended up wanting to wander places but without the fine control to actually get where I desired. I think this was mainly the case due to the cube collider rather than the effects the color enacted on the player. Often it is simpler to switch out the physics model with a simpler one that is more predictable like a sphere, then take the positional data and apply it to the cube while allowing physics to drive the rotation. It would (hopefully) result in more player-accurate bounces and trajectories. 

Cute environment work, although I wish I could have gone into the casino! The color values matched up nicely for a playful atmosphere although there was a missed opportunity to tie the color of the apartment stacks with the die attribute mode required to complete its gameplay. So the pink houses would have a slidey platforming challenge, then the blue houses a bouncy challenge, etc.

Great work overall!

Congratulations on finishing the game jam!

First off I want to give props to the audio on this entry, it is always difficult to compose something for these jams with such a tight turnaround. The environment was well done too, I could envision the full version of this game going through the rest of the bedroom challenging various board game pieces and rogue socks to battle.

The battle mechanics were not immediately clear without instructions, but after watching for a fair bit of auto-action I think I understood it as the rock-paper-scissors would determine the winner then the difference of the dice plus two would be the damage inflicted. Regardless, I lost every attempt at the boss (mainly because they rolled all 6s hah). But there is an opportunity for some extra mechanics that could keep the momentum of a run, here are a few ideas:

If the player had a choice of a special limited-use die as a "saving throw" it could help the player defeat the boss and any future tough bosses.

Ending the run after losing a battle without ending the players' whole game is a needed change. I suspect this was just a bug requiring the page refresh but it did turn the game into a one-shot.

Add in the ability to choose your opponents (say I wanted to grind Henrys or Stacys with predictable win-tables or choose a specific set of dice to fight them with).

Add a purpose for a low-rolling die, otherwise, the player will just only have dice with all 6s. Could be featured in further dice types beyond just rock-paper-scissors (maybe a die that reverses all damage so the player needs to undershoot and lose in order to win).

Altogether this is a great jam entry, congrats once again!

Congratulations on completing the jam!

Using the dice rolls as damage and gate locks is a good use of the jam's theme, and the music fit well too. I would have liked to see more activity from the enemies and possibly some tradeoffs when executing a roll. Possibly splitting the roll from when the damage is applied (like giving the player 6 bullets to use instead of instantly dealing the damage) would allow the player to choose when to roll the dice and when to try to deal the damage.

Good work!

Congratulations on completing the jam!

There are a whole lot of features implemented here, great work on the UX. Having the tutorial be a wall of text is not ideal, but I realize there was probably just not enough time to do a proper one. 

The game itself was fairly neat, although I wish I could have selected which dice I was rolling for a given card as well as have my current available dice on the main game screen to choose from.

Good work on the sprites as well, there were a lot of animations sprinkled throughout the whole experience. It made hovering over the cards intriguing to see what each one did.

Congratulations on completing the jam!

The game was pretty good, quickly swiveling around checking out the citizens and deducing the target is a good core experience. I could see this as a finalized game of deduction with a crowded street and a sniper, possibly a mechanic to learn more about the target before entering the assassination phase.

There were some issues where I am thinking there were multiple citizens and targets with the same outfit and no way for the player to tell the difference. As well I had no audio for the game, not sure if this was intended since the description mentioned you created audio for this.

The models of the guns were very nice too! Although I think some time might have been better spent on the identifying features of the citizens haha.

 Great work!

Ah yeah, balancing in this short of time is always difficult. For the spawn rate and difficulty, it would also help to give the player some forewarning on when and where a new die will drop. Maybe some effect or pipe gearing up to drop some dice so the player can rush over underneath it or pop it off the ground before it gets locked.

Congratulations on completing the jam!

The dual minigames are an interesting challenge as you end up needing to make two different games instead of just one! The race section of the game could really use some speed adjustments as well as feedback for the power and direction the player is going to send the dice. Since the maze section is a time trial with the crystals disappearing over time, the controls need to be responsive to allow the player to complete the trial. 

Nice work

Congratulations on completing the jam!

Tying the rolling of the player to the combat dash-roll was a great way to implement the jam theme. I do think there were a few simple ways that this game could be improved.

As it stands, once the player rolls into a number they are locked into a new random roll after the dash. If the player is around other enemies this requires them to immediately dash or walk away if the roll was too low and then essentially roll left and right until the number comes up that will win. In my opinion, this isn't the best gameplay so what I would suggest is to fix the dice roll after killing a number to be one greater than the enemy's number. This would allow the player to trade up their initial dice roll and plan a path through the lower numbers to gain enough to defeat a 6 (or D20 if you really want to keep that power curve). Unfortunately, this would also need a corresponding negative loop to bring the player's power back down, but I will leave that to you, I don't want to be overbearing with the suggestions.

The music was also great, I am not entirely sure if it was done during the jam because it sounded so good. If so, fantastic!

Great work all around, very impressive for your first month in Unity.

Congratulations on completing the game jam!

The illustrations are absolutely fantastic, each animal has a lot of character. The UI is very confusing, however, especially without any tutorialization of how to play the game. I think if the UI was self-informative it would be much more playable. The dice shape could correspond to its set of values, and dragging dice to slots on each card was not immediately intuitive. 

The results of each roll could also be more clearly conveyed. After rolling the die, each card could show a breakdown of how the math worked out and the total health points gained/lost on each team. Additionally, if the opponent showed some information on their choice of cards, the player could then choose their own cards in response. They might want to heal or use another card class to reverse the damage back to the opponent for example.

Great work!

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Congratulations on finishing your jam game!

Since this was a basic platformer, I would look into the common ways platformers improve their controls and game feel. GMTK already made a great video about this you should check out.

I also wished there was an easter egg at the bottom of the volcano, a good way to reward the player for exploring in an unconventional direction (although you would then have to worry about players jumping into every hole just to check). 

Congratulations on completing the jam!

The concept is solid, eat green dice to extend your snake, red dice to shrink. However, there does need to be some balancing to this cycle.

First off, the dice respawn as soon as they are eaten allowing the player to fully control the length of the snake. This eventually leads to the least-fun version of this game which is the player staying at the shortest possible snake and easily navigating the space to collect whichever number they want. I did this up until 500 then I got too bored to continue, but there aren't any feedback loops there to make it difficult eventually. 

What I would suggest is to rig the dice. The most fun for the player is most likely making quick decisions and properly routing a long snake through the grid. At the beginning, or at least while the player has a short snake, the dice should always fall to extend the snake and push the player to use up more of their space. As the game goes on you then reach the opposite end of this loop where the player's snake becomes too long to manage and will eventually force them to lose. To fix this you can add in relief in the form of powerups and negative dice to bring the snake length back down. With both of these feedback loops, you can now adjust the difficulty over time by changing the target length of the snake and building tension with longer and longer snakes. Add in additional difficulty through speeding up the snake, and other environmental pitfalls and you're well on your way to a full game!

Great work for 48h, congratulations once again on completing!

Congratulations on finishing the jam!

It took me a little bit to get used to the controls, and was incredibly difficult at first. But after I understood how best to go about moving and locking in the dice I gathered up to 88 as my high score. A lot of the difficulty came in the limited time I had to handle the dice before the next one dropped. Some additional time before the next dice drops and possibly limiting it to only a few at a time would help greatly smooth out that difficulty. Additionally, maybe consider adding in some time before the die fully locks in so the player could recover dice they weren't able to get to initially.

Decent sound effects, but the loop on the main theme could use some variation as it got stale pretty quick.

Great work!

Congratulations on completing the jam!

I really liked the way the random guns forced me to switch up my playstyle mid-round, felt like I could never just stick to one cheesy strategy with the minigun or sniper rifle. That said, often the movement on-screen was too hectic to take my eyes off of the player and see what gun I had just acquired on the left bar. Possibly elongating the game by giving the player more ammunition so they get more locked into a play style, then a temporary breather while swapping weapons to highlight the result of the dice.

Great audio as well, the main chiptune theme fits well, I even turned it up on the main menu :)

The visuals were a little cluttered to me as I was having a hard time telling apart enemies that would hurt me if I bumped into them, bullets, and then the exploding enemies. Some color coding here would go a long way for readability at a glance.

Congratulations on finishing the jam!

Though simplistic, this would be a fit for a minigame in a party game. The randomness, however, fell through once I realized I could get a perfect score by aligning the front of the barrel with the wood textures.

I didn't hear any audio from the game, there may have been a bug there.

At first, I didn't understand what the top bars represented. The empty space and the freeze symbols were a little confusing as I understood the "freeze" to mean freezing the barrel's position rather than freezing my controls. Maybe transferring those meters into effects on the barrel itself would help convey their purpose better.