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Fracta Mundi

23
Posts
110
Followers
23
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A member registered Apr 10, 2020 · View creator page →

Creator of

Recent community posts

The burger traps are phenomenal.

The artwork is crazy on this.

Wow, some of the challenges are brutal!

The sound effects comboed with the music are very funny and charming. I think they really added a lot to the game and fit well with the art you made.

I like the idea and this is a great proof-of-concept. Would love to see some more variety between tasks in the future, but for 48 hours of work this is solid! Nice job!

Oh no, I ended up with a shotgun that had negative projectile speed. It could only kill enemies 2 inches behind me! Beat the wave because the enemy bullets also bugged out and fired behind them. XD

I agree with the other feedback here that a few extra hours of polishing would've really elevated this. Making resolution between art assets consistent and adding names for the perks would both a long way.

Honestly, the backward-firing gun was the highlight of the game for me. If you keep working on this (which I think you should; it's a great foundation), I'd love to see you lean into randomized wonkiness more!

Love the artwork. Very clean old-school style reminiscent of early 2000s Quake engine stuff. The rocket launcher and machine gun models were especially cool.

I kept running into the issue with enemies not taking damage, which is unfortunate, but hey, it's a game jam. Stuff like that happens. Still impressive for 48 hours!

I do think from a design perspective, having the guns keep spawning during the enemy wave or at least having ammo pickups spawn in would be a huge improvement. Even without the damage glitch it's possible to get softlocked by running out ammo.

Overall nice work, though! =)

The math is super impressive on this. All the numbers balance out perfectly.

Super clean gameplay loop comboed with a slick 1-bit style? Easy 10/10.

Wow, thank you for the detailed feedback!

As with any jam game, lots of corners were cut and the gameplay unfortunately does reflect that in places. There's a lot of things I'll likely revisit after the rating phase of the jam ends, so I'll keep this stuff in mind. Thanks for playing!

Thanks! Glad you enjoyed! :D

I'm considering switching up the 6 side in a future version to permanently clone the die up to a maximum of 6 instead of being a wildcard like it is now. (Or I might just make it fire cluster missiles...)

Dang, phenomenal game.

I'd be impressed even if this wasn't a jam project, but the fact it was made in 48 hours? Mind-boggling.

Especially right before the finish line. :'''(

Love the concept and the die mace felt very satisfying. My die got severed from the string and went flying around the arena before getting stuck to an enemy stack. Not sure if that's supposed to happen? 

The tackle mechanic also misfired a little; I was able to hold shift to become invulnerable for the whole game. 

Fantastic art style and sound!

I got 2x shot on every die side except for one grenade launcher. 10/10 strategy, would die trying to shoot again. Absolutely epic game. I didn't hear any music, which I think would've really boosted the experience, but otherwise this is quite epic. :)

10/10 jam game. Unbelievable polish and style for a 48-hour production!

Interesting gameplay mechanics. Some runs feel impossible from brutal RNG though.

Dang, scouts are insane.

Nice crayon aesthetic! Animations were pretty sick, too.

Hmm, you may be on to something.... 🙃

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Praise the Capybara!

Very surreal. The text animations are crazy!

Not sure I get the community theme, but the game is well put together.

Also ENDING 1 WHAT THE HECK

Love it! It's a simple idea, but executed pretty smoothly. Nice job!