A very creative idea! I really liked this take on the theme as a platformer and the seasonal levels.
hambones
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Thanks for playing, and also for the comment!
Yeah, there are a bunch of tutorial levels (and I guess that's most of them in this jam version), that effectively were intended to show how each of the abilities work. But forcing you to roll until you get a particular ability runs sort of counter to what the randomness encourages, which is trying to work with what you get. That and it can be kind of annoying when you need to roll over and over again :) I agree that refining the rerolling mechanics and/or ability/level designs to be more open-ended would help.
that's a good point. at the very least the player knockback when you hit something feels like it could be like, half as strong, if not removed.
perhaps the more tutorial-y levels that try to gate you on a specific ability would benefit from having a way to just get the ability you need. granted, that's pretty much all of the levels except the last one, sort of :P
thanks for playing, glad you liked it!
Randomizing bullet types is a nice concept, and I had fun! It might be cool to make the differences in bullet types more situational. One way: if certain enemies were weak/immune to certain kinds of damage, then the player could figure out a good order to take them out to chain weaknesses together, or reroll to try to get an advantage.
A nice core of a game! it'd be fun to see how more decision making could be incorporated. One way might be if there were several dice with different numbers on them you could choose.
Funnily enough this reminds me a little bit of a pretty unique level in Wario Land 4: https://strategywiki.org/wiki/Wario_Land_4/The_Big_Board
thanks for playing!
that's an interesting thought on the movement. I must admit that making it slidy wasn't necessarily intentional - once I got to a player movement state machine that wasn't broken, and seemed like I could make functional levels around, I mostly moved on :). that said, it's probably worth revisiting to see how it feels.
I briefly thought about how to incorporate a second die, but didn't get to it - that's a really good idea re: combat and utility separation!
thanks for playing!
good points all around. the horizontal motion for sure needs some polish, and I think with more extensive tweaking there could be a greater diversity of options to get through the levels.
in lieu of or in addition to that, manual rerolls being faster would help get the ability you want.