Seems like there is some bug with the camera based on this and other reviews. You are supposed to be able to see the entire room you're in and the 8 adjacent rooms. Thanks for taking the time to play through.
jkamins7
Creator of
Recent community posts
I had a whole playthrough without bugs, so my review might be different from others. Game was well written, and fun to play. Gameplay was a bit simplistic (no meaningful choices except the scene with the principal), but that's expected for a jam game. I don't think it's a great fit for the theme, since roles reversed implies swapping rather than inverting to me. This is definitely one of the better games I've played for this jam. I would play a full game based on this idea.
Oh, I was thinking of something in the middle where he would move in the map and pick up items you had previously placed and take them back to the chest, but if you hit him with the broom the item would be returned to the spot he picked it from. I think because I didn't end up interacting with the new mechanics too much, they didn't change my impression that much. I think they are interesting directions to go in, but probably need more balancing than a single person could do during a jam. In particular, I think I'd try only spawning coins from the coin vase, chests from a different type of vase, and really increasing the drop rate of the coins (I think I got 1 out of 12 pots or so). I am definitely more imressed that you got these additional mechanics in and animated during such a short event.
Went back and played through the level with the ghost. Didn't try to 100% levels anymore. didn't end up interacting much with the extra mechanics. I didn't end up breaking pots, since I could get through the levels without it. I tried for the first time on the coin level, but it was too slow for me to do and beat the level. ghost mechanic was interesting. i think it'd be cool if the ghost moved the items you've already placed back to the chest rather than locking the chest.
Yeah, we definitely could have done a better job of teaching the mechanics. For the the room before the one with all of the chickens, you can use a chicken from below to scare the hero up into that room. you'll need to use the bat to draw him on the top with the chicken in the middle hallway. Thanks for playing, I'm glad you had fun
Saved 1 surgeon. Good concept, I can see where you were going with it. Seems like you didn't get done everything that you wanted to. Animations would have been nice. It took me a long time to find the organ bins on the second floor. Wished the organs actually flew out of the guys chest when he spawned.
Art really does a good job of differentiating this from other similar games. Liked the simplicity of it (no push blocks, 3d, effect tiles, etc). The fact that you re-paint tiles when you land on them again feels good (though I think level 3 is the only level where this really comes up). The minimap display was super helpful. I think that at least one more mechanic would have helped with level design (perhaps an ink tile that colors the die on that side?).
Reminds me of snake/tron, except sometimes you and your enemies can go through your tail. The base idea is really cool, but I would have liked to see more telegraphing about where enemies will spawn before they start moving. As it is now, you can't really do anything if you're out of position when they spawn. Have you considered having the player destroy themselves if they step on an afterimage that matches themselves like the enemies? Either way, really cool concept.
we're twins. i think that the 3 aspect (changing z-levels) was a good choice, though with the large levels, it made it hard to reason about what was connected to what. i think more visual cues on what was connected would have been good (maybe elevator lines?). block pushing puzzles felt a bit tacked on. you needed them to protect the orientation changing paths, but they didn't involve the die's orientation. maybe have them so they need to be pushed with a particular die face? level design was pretty tight at first, but got less focused in the later levels
There are ways of getting it back (one of the dice effects is to reassign the dice effects). I suspect it was supposed to be always on. not sure if it is or not. My default set only made the game easier, so I didn't really understand how it works. I think a better idea of the goal (survive as long as possible?) and a bit less random mechanics (ensure a balance between positive and negative effects with 1 always reset) would probably be better
There's some issue with the resolution of the info menu. I definitely didn't get the game. It seemed like I couldn't move and eventually the enemies spawned faster than I could kill them. Also there were no upgrades in the upgrade menu?
I'm guessing I just missed something on how to play. Graphics were good, especially the way the money moves to the character
We're twins! also made it to level 6 and yeah it's impossible. the bombs were interesting, but could be explained better. visuals were cool. i liked the choice of showing two faces of the dice fully with the third face barely visible. I think that's the clearest representation of the 3d shape i've seen.