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Ivan Pensionerov

149
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A member registered Jun 30, 2017 · View creator page →

Creator of

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Honestly the best game I've played so far. 

You sure can! 

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I've really liked how the character controls. It feels very unique and fun. The menu screen and the thumbnail don't represent the quality of the game itself. Just a screenshot would be better.

A clicker game to rule them all. Glorious! Becomes an assault on the ears later in the game. 

Thre presentation is really nice! Love the cozy vibe. 

Love to see another card battler. I like the idea of juggling aspects, feels a bit like Slay the Spire Watcher to play. Also the game looks pretty cool with all the background changes for different aspects.

A nice card battler. Block multiplication is very powerful, beat the dragon without too much diffculty!

This is a very good and strategic game. Had a great time with it. The rigging mechanic is extremely creative and turns a purely chance-based game into something requiring a lot of planning. Might be biased as a fellow card battler maker, but for me this game is one of the highlights of the jam. 

I like the general idea of attacking by throwing dice, while having to catch it afterwards - nice conflict of intentions. Though I think the movement is bit clunky for a game that relies on a physicality of the actions to be fun. 

Very polished and stylish game. Also plays very well, spent quite a lot of time with it!

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I have played a couple of similar games and many of them annoyed me. But not this one! I really like how you guys made this sort of thing very intuitive and fun to play.

lol

It is so very pretty.

Alright, the force is strong with me. The game is very simple but it has its charm. 

I feels a lot like a clicker but you have to pay a little bit more attention. Number go big! Captivating. 

It is an interesting game and it looks and feels nice to play. But I think something is missing. Currently you can get extremely screwed by the combination of your rolls and the tasks. What I think could solve this is an addition of more clear dice manipulation mechanics. It would be cool to have not only a specific condition for a task, but also a reward! Currently some cards roll higher than others, but you can get further with this. Maybe there are cards that merge or split the dice, "flip", them, add a specific number. It could turn a game of chance into a more strategic one!

Remarkably well designed puzzle game! WIth legitimately good levels! Very impressive!

Loved the dog. I think it would be cool if you could arrange the dice to get not only better "numbers", but some cool additional mechanics for your gun (multiple shots, explosions, pierce - these sort of things). 

I really like your spin on tower defence. The upgrade mechanics are very cool. One thing I feel could make the game even better is to add more interactivity to tower placemnt. Maybe you could have throwable dice that place tower where they land. And you can maybe put different kinds of towers on different faces of the dice to strategize a little bit!

This is a very  generic piece of feedback, but I don't see any other comments making it, so I might as well. Your jump is very floaty and feels quite bad. Mark recently made an interactive "video" that explains how to make side-scroller character controls feel good, you may want to check it out. 

As EliasG2 pointed out - there is no control during the battle. But maybe you could embrace it? I can emagine and auto-battler where you have a bunch creatures, each having their own dice that you can fill with abilities.

I'm not sure if the game was working properly for me, but every ability had waaay too long cooldowns for one and only source of damage you have. A tiny little magic thingy that can't even one shot a spider recharges for like 1.5 seconds. Felt really weird to play becaue of that. 

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That's my sort of thing. Choosing weapons, picking synergetic abilities. Overall a very nice bullet hell shooter (also very polished)!

Thanks! Yeah, the bomb's busted, forgot to add a limit. I played a little bit with withholding information in the boss fight, but I agree that it would be cool to limit it in the general gameplay. Then maybe add ways to see further into the future with cards, upgrades etc. 

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It is a nice game, but I feel like it would be much better if it was about a wizard who can pick his spells at will (but I get it - the Theme).

I think my dice succesfilly built a post-scarcity utopia. 

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So, I just rolled past the skelletons until a chair said "victory" to me. 

Yeah, this is a "shoot to move" of this year's jam, but this is the nicest one so far. The die flying off into the sky on completion is a stroke of pure genius, brings me joy every time.

I kind of like this turn based stealth idea. The problem is that right now the dice don't really affect the gameplay. The roll result only determines when you need to press space again. Maybe if there were real turns and enemies did a fixed number of moves, while the number of yours are defined by dice, you could do something interesting with it. No idea if it would be good, but at least it would do something! 

So after a little bit of trying I fugured out how to play it. I like the idea of rng manipulation *wink*! Though I wish the manipulation itself was a little bit less of a hassle. The complicated part of the game happens on the right, with the abilities, the monster etc, but I am doing buisy work on the left most of the time.

Thanks a lot! Yeah, I felt that the game was a little easy, so I tuned the difficulty up. But I haven't had time to really test it.

Really like the look of the game and also had some fun with it. My two gripes are - I wish the jump was a little bit faster and less floaty and that there were more enemies besides snakes.

I found it very easy to not be affected by the bullets backfiring by just being very close to the enemies.

Nice puzzle! 

Very chill, good puzzles.

I haven't really got what was I supposed to do, sorry.

Pretty cool movement mechanic! Not a lot of levels though, I very much relate. 

I like the look and the vibe. But the sound effects are a little too loud and a little too jarring,