For some reason dice count substracts twice when using a die: first on pick-up and second on landing.
feofentov
Creator of
Recent community posts
Good idea. Saw the similar game at the Mark's stream yesterday. I am surprised that there are so many unique ideas made by different people) I'd recommend to you to look at more hand-made levels rather than randomly generated. And make some indication of where 1 is (first thing I think of is a light beam from 1, so you can see it even if it's on the opposite side of dice). Good luck!
The concept of making different movents depending on button state (one press, hold, release) is interesting. The game lacks some smooth and polishing. The hit areas of enemies is too big, usually it doesn't let you to dash in time. And aimig is extremely hard. I wish bullets fly in all directions while I'm rotating. Good luck!
New filters are very cool! And reporting broken games seems an awesome idea.
If you don't mind, I'd like to share some thoughts on submission process regarding UI. The only thing frustrated me was that our game didn't show up in the list of my existing games on itch.io for submission. I thought it was due to server issues, tried to refresh page and other stuff, but it didn't work. It took me a while when I undestand that pressing "Add new project" button automatically submit game to jam and our game is already submitted. So it would be perfect to show already submitted game in the list of existing games for submission (if it's not a bug of other kind).
Thank you for your work!
We uploaded a version with critical bug that has been crashing the game. It is a strategy with only one enemy unit - Dragon - and it had two regimes of movement: in air and on the ground. Whatever action Dragon had decided to do while on the ground it immidiately crashed the game. I'm glad we noticed it early and managed to quickly resolve this problem and upload patched version where I cut off landing completely. But still we have a bug with Dragon still flying after its health dropped to zero. And I'm not speaking about units navigation problems - it was the first time I used NavMesh in the game.
Here's the game, btw https://itch.io/jam/gmtk-2019/rate/463757
Hi! Here's our game. It's a real-time strategy with only one enemy)
https://itch.io/jam/gmtk-2019/rate/463757
Thank you for feedback)
We definately wanted to do more but couldn't make it in time. The initial idea was to make a Dragon with random weaknesses (e.g. to fire or to poison) and give a player units with different types of damage so he/she needs to try different approaches to find a weak spot. But I like your ideas of how it can be evolved further with different types of dragons or monsters. Thanks for playing!