oh lol, something must have slipped. Thank you Webbie! You are the best!
eldelnacho
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Thank you so much Jeremias! Yeah it hasn't changed that much since the last version, mostly the android version has a few more support features.
And yes! That is exactly the point, the game is like Tetris in that regard, you feel the improvement each time you play. And also yes! All those changes will come eventually lol, let's keep at it my king!
A darle átomos!
Thanks for trying out the game dude! I'm glad to know that you are getting better.
About the Android version, maybe you need to activate the "Developer Mode" option on your phone, since the app itself has not been officially released online it might be blocked by your phone or something. If it doesn't work after that then I don't know then lol, I would have take a look at it. Either way it is nice that you took the time to play the game! Thank you so much!
Hey bro, interesting game you have here. It's obvious there's still a lot of work ahead so my feedback I guess would be to focus on the main aspects of the game before jumping on designing new content (I'm referring to new levels, cutscenes, trophies, etc), or else you'll be going back and forth between many areas of development and will have to redo a lot of stuff because of that.
My suggestion would be to polish the crap out of the player mech, I would like to feel the weight of the mech's movement, have it wooble around with each step, keep polishing the cockpit HUD which looks really cool, juice the crap out of it in terms of visuals and controls, because once the player mech feels absolutely incredible to play as, the rest of the content will be 10 times easier to include as you progress. Now this is just my idea, feel free to ignore my advice as I also understand that you just might want to learn as you go and doing a lot of stuff at the same time is also a great way to gather experience. Keep at it.
Nice game Jeremias, I played all the levels, I couldn't finish a few but overall they were nice to play. The aesthetics were on point and the general vibe that you were going for feels great. One thing that I missed tho was full controller support :(, i couldn't rotate the camera with the gamepad so I ended up playing with the keyboard in the end lol. I don't mind if it is a fixed 90 degrees angle for the camera, but to have it work with the gamepad triggers would be really nice hehe.
Keep at it bro.
NOTE: "Compatibility mode" is for low end devices that work with OpenGL.
Always remember! The opposites sides of a die will always sum up to 7!
So if one side is 1, the opposite side is 6 (1 + 6 = 7)
If one side is 2, the opposite side is 5 (2 + 5 = 7)
If one side is 3, the opposite side is 4 (3 + 4 = 7)
That's how you know what the opposite sides are.
Hello!
There aren't many visual changes from the last demo day. I would appreciate it if you happen to try the game to also please test the android version if possible as there has been a few perfomance improvements as well as additional support such as Safe Area Margins for devices with unorthodox screen displays, more portrait orientation support, among other things. More information in the READ ME file included.
I have to say that the most noticeable addition would have to be the inclusion of a results screen for when you lose in the Challenge Mode, each character will have a different voice line depending on how well you did and if you happen to get a new high score or not. They all have different different personalities, so try out different characters each time you play for more fun playthroughs!
Thank you playing! You are the best!
NOTES - READ THIS FIRST
This is a new Godot version of the game.
F11 - Toggle Fullscreen (I suggest using windowed mode if the UI is interferring with your resolution)
K - Change camera from Perspective to Isometric and vice versa (If you want to experience the vertical mobile resolution, use windowed mode and change the camera to isometric).
There's no "Quit Button" yet, you will have to Alt+F4 to close the game or close it on the windowed mode.
On mobile, all the menus are set up on "Landscape Mode", meaning they only work when the phone is horizontal. In the game mode itself you can change the camera with the button to the top right and then play vertically if you prefer to.
Enjoy the game, thank you for playing!
Thank you son! You are the best!
Yes I definitely want to include a better tutorial with some lesson subcategories with more advanced techniques, it's definitely necessary and there really are some patterns that I use to get further into the game (Btw my high score is around 3,524,702 points and i got to level 186 lol).
Those ideas that you mention are interesting. I'll experiment further with your feedback in mind! Thank you so much for the kind words! Let's keep at it.
It would be nice to have like a mission where you have to control a riot without casualties, or an escort mission of a VIP with like a meme character, like that dude from Papers Please that appeared in some of the stages which would always bring the most fake ass passports lol
i think there could be opportunities for some gameplay narrative instances that could be really cool for your game. Some Patlabor-esque civilian situations or something like that.
Thank you for playing it!! Level 15 for a first playthrough is quite alright tho! You did well!
And yes, i do want to add more game modes to experiment with more mechanics for the game - as you mentioned, maybe using the characters with different stats and abilities in other modes would be really cool. I would like work on that as well in the future. Thank you!
Let's keep at it! I will try your game soon!
Thank you for playing it and thanks for the feedback too!
I just want to mention that this isn't the first "Dice" game out there. The XI SAI (Devil Dice) series was a fairly popular franchise since the PS1 days, spawning many games in different platforms up to the PS2 era, which is why there are some fans of those games expecting my game in particular, many from Japan. This game can be just as 'confusing' as mine in terms of mechanics, and to some extent it could be perceived as harder or easier depending on how you look at it.
I understand that the gameplay isn't necessarily 'mass appealing', but when you make a game for 'everyone' and devoid yourself from risks you end up making a game for no one and end up competing in a much larger pool of games that are thinking the exact same thing as you are saying. By creating/choosing your own niche you start building up a small community that potentially grows over time (as it is happening to me). This has worked for other games as well, like the Dark Souls series or Puyo Puyo (which is also definitely not a game for everyone) and many others.
Difficulty is also content, and when you allow players to challenge themselves, you give them a chance to prove themselves as gamers, especially in this modern gaming age where everything is being aimed at the lowest common denominator. A better tutorial and more advance lessons can help out newcomers to the game as there's already people liking the gameplay as it is (of course adjustments are always a possibility). And also other simpler game modes can also ease up on the game's mechanics (a puzzle mode for example).
The characters and visual appeal are there to attract players. They also bring some nice fanarts (see links bellow):
https://x.com/tkomone/status/1607533996015259648/photo/1
https://x.com/opt_oem/status/1784321038093812016
https://x.com/tipushii/status/1647816171939405826/photo/1
That said I'm very much aware of the points you mentioned. I do plan to use these characters and settings for other types of games too, so expect a lot more content! Thank you! All the best!
Hey dude, I tried the game lol I did 2 runs with the witch girl, first round I lost but after that once you know the powerups you can get pretty OP quite early, I liked that to be honest, you get to be a little power drunk hehe. I did find a few bugs and I'm sure you are aware of, I'll mention just one that is when i press ENTER while on the game itself it acts as a pause button, but when i press it again it activates the pause menu back again (as if it was never paused).
Other than that I think the VFXs looked really good and that the characters were charming. Keep it up, good work!
Nice game, it's quite a bizarre experience in a good way. I felt atracted to the characters as the game progressed, I only got past the first round tho but the story did keep me intrigued about what was going to happen later. The world itself feels interesting.
The combat was satisfying as well, nice turn based mechanics and the mana system was easy to understand and manage. Interesting setting you have here. Good work!
lol thank you so much bro!! I appreciate it very much, I'm super glad you liked the game! You did quite alright for your first playthrough, not many people get past level 10 on their first try.
And yes! Multiplayer is definitely part of the keikaku (keikaku means plan btw) , I was thinking of something similar as you mentioned with your idea lol, my plan in the end is to have a competitive action puzzle game that can be played in crossplatform online multiplayer betweem mobile and PC, so far the game plays great on my 2015 phone and i already have done some simple crossplatform tests. One step at a time! Thank you again so much for your kind words! I just tried your game as well, I will comment on it soon! WAGMI
Thanks dude, i appreciate the nice comments. Yeah everything is still pretty much a WIP.
For now all the characters play exactly the same just like in Puyo Puyo, maybe for some special game modes in the future I'll do some sort of stats or abilities that will make them stand out gameplay wise but for now it's just for show lol. I'll be sure to try your game out soon. Thanks again!!!
As good as the last time! Looks much cleaner now and more colorful as well. One thing I would like to mention is that when playing on "fullscreen" the mouse doesn't lock up on the game. I have 2 monitors so when I do longer movements I sometimes scrolled to the other monitor, just wanted to let you know that. Good work!
Just tried the game!
It's literally the Sims 1 construction mode lol! I liked it! Very impressive stuff dude, I saw in the other comment that you are planning to make a convenience store sim, that's sounds really cool.
One thing i'll mention tho, the walls for some reason can't connect between a diagonal wall and a 'regular' one (see the letter N).
Cool stuff!
Hey bro, I tried your game, I have to say the visuals and mechanics are interesting, but I really didn't know what to do after the first 2 hexes, I was trying to brute force the bigger puzzles but couldn't get any of those right :( sorry. I ended up exploring the map which looked really nice. I would like to understand the logic of these puzzles.
Man you are the chadest chad of all. What a cool ass dude man.
I just played your game just now. Super cool stuff! I left you a review as well.
I'm so glad you liked it man! That's definitely the feeling I'm looking for, kind of like Tetris, where you get better each time you play. Thanks a lot dude.
Pic related, it's you.
Nice game man! I liked the style a lot. Good work!
I wonder if you are still gonna keep working on this or is it just a gamedev exercise, and if so, how are you planning on expanding on this idea? Because the visuals look amazing, but I wonder how the gameplay can hold up for longer sessions (not saying that it's bad, I liked it a lot), I'm just curious. Keep it up man! Nice work!
Interesting project! Quite ambitious may I add. Please do consider the time it will take to polish a game like this, not trying to be a downer, but I just want to make sure you know the amount it work it takes to finish a game like this. That said, I don't have much feedback as it is obvious you are in the very early stages of development.
I'm rooting for you.
Really cool game! I liked it! I do have one thing to mention, even though you have all the movement mechanics my preferred way to kill the enemies was from a distance without them noticing (if possible). I don't see it as a negative, I just wanted to point that out that at least for me, the most effective way of playing was that, so I never used any of those mechanics at least when i realized that.
Keep it up!