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Icosmohedron

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A member registered Jan 30, 2019 · View creator page →

Creator of

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Oh wow, thank you for the mock up! Yeah the menus taking up too much screen space was really something that I wanted to fix, but I didn't have the time. One reason of why it was so big was because of pixel-consistency. I wanted every pixel to be as close in size as possible for that 8-bit aesthetic, but it limits how small I can make the font.
Having a bar with icons however, was something that crossed my mind only after the fact. Having all of that information readily accessible on the top with icons would make the game much more readable. On top of that, it would free up the left side of the screen, so I could stop the other problem of clicking something on the right side of the screen and the info panel covering it. I could just move the info panel to the side that matters least.
I really like these ideas, and I totally have to use some of them for my next project. Thank you so much for the feedback!

I really like how actually relaxing this game is. I didn't think it was much of anything, but then the map just kept getting bigger and I could keep adding more dice. I love the sound design, and hearing all of them click together was really nice. This is awesome for a 2 day jam!

I really like the idea of the game! It took me a while to understand at first, but once I got the hang of it, the game opened up a lot. I really like the idea of planning which sides to use when in order to attack, while also dodge the boss's attacks. The only thing that I would recommend is a free-moving camera, because I sometimes forget which side is facing away from the camera, and turn to the wrong one in a pinch (or maybe this was on purpose, as you can just memorize the orientation of a D6 anyways lol).

I really like the idea of making your own dice! I liked the risk-reward factor of wanting to shove the highest numbers on your die, but knowing that you'll have a higher chance of rolling a 0 because it would become too heavy. The elemental dice was also a really cool idea, and I'd love to see this expanded on. The double jump ability also made it almost feel like a metroidvania type of game, which would be awesome. The only major issue that I found was that beating the first boss made this constant buzzing sound for the rest of the game.

Thanks for the feedback! The UI was actually my biggest worry with this game, as I teaching myself how to use Godot's control and vScroll nodes while working on it. I was actually planning on doing what you said about the hotkeys for each dice, but I couldn't get that to work in the time I had. Still, I'm glad to see that you enjoyed it!


Also, fun fact: when you click the fire button while it's on cooldown, it doesn't actually deselect the current die due to a bug lol
The dice icon changes from the selected color to the normal color whenever you click any other button, even if the button is disabled. However, actually deselecting the die only happens when the button's function goes off, so not when a disabled button is pressed. I just find it really funny how I overlooked that.

I'm definitely not going to do this, but somebody should try to use TIC-80 for the funny

Yeah, I was originally planning for a more analog (or however you'd call it) system to disabling. Like the systems would have a certain percentage of being disabled so stuff like that wouldn't happen. Didn't have time to do that though. Thanks for playing though! :)

Thanks. This was my first project in unity, so I knew that it would be a bit clunky. And, where did you get stuck? I'd like to know to make sure I don't do that again.