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jkamins7

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A member registered Jul 16, 2022

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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.

Neat puzzle game. I think it's really cool that you got this working with no physics bugs. There were some cheesy strategies involving moving blocks while jumping, but otherwise it was pretty tight.

Controlling multiple enemies was definitely a bug. I did not know that was possible. There are no camera controls, but you should be able to see the room you're in and every adjacent room. We did struggle with the camera some, so that might not have worked out as expected.

Glad you liked the idea. Definitely player guidance was one of the areas we need to improve on. What issues did you have with the controls? Just not responding in the way you were expecting, characters too slow, switching characters too hard, or something else? Thanks for playing!

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.

Stopped playing after the first level. The second level seemed like more of the same with more and different kinds of items, and the issues i had with controls made switching between items hard, so I didn't finish that one.

Systems tried:
 - Linux build: Clicking issues
 - Chrome : Clicking issues
 - Other browser : Would not load (seems to be a problem with the godot version)

I'd guess the issue is based on monitor resolution and the camera, and that my clicks are not actually landing on the sprites to select.

It opens a door to in the room south of the main room. To access, kill the 4 chickens in the other room off that hub.

Yeah, makes sense

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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

I was able to beat the first level 100%. Controls got in the way a bit for me, in particular the scroll wheel often took a few attempts. Cleaning up after a dungeon is a fun idea. This is really impressive for a solo project given that you made all of the assets and sounds.

Yeah, the UI in general was one of the things that got added really late and we didn't do as well as we should have. Glad you liked the art though!

Was easy to pick up, and clear. Would have liked to see more stats than damage and armor. A bit easy.

That's intended, but not well described (or mentioned at all). Everything should be possible with the animals in their current rooms.

makes sense

I don't really get how it fits the theme. Art is cool. Gameplay might be more interesting if you could see your opponent's hand.

Snake doesn't follow snake rules (it can cross itself). Otherwise good job.

lolol

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.

Good first project. You submitted a day early, and it might have been even better if you'd used both days.

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Got it to run, but can't do anything. Sprites don't seem to respond to clicks

yeah, same here

Cool idea, definitely how dice work. definitely got thrown by the opposing sides not matching a real die, but otherwise was good. the art is amazing and easily makes the whole game.

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?).

I'm not sure, but I think I understand what's supposed to be happening. I'm not sure how to match it with what's happening. some sort of dictionary of which die faces do what when would be useful? it definitely feels like an esoteric programming language.

It's true that on my first play through, I thought they were just turn timers.

Would have been nice if the parameters i was putting the dice into were competing (e.g., number of goals, enemy damage, number of rooms i would all want low). the knockback from the hits was a bit high. overall fun to play and a pretty good use of the mechanic.

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.

Yeah, fixing the menu aesthetics was one of the last things we worked on. Could you clarify what unity style buttons means? I have a guess, but we didn't use unity for our engine so I want to make sure I'm following.

Doing 3d with a new engine for the first time is hard. no need to be so down on yourself. for me, if you slowed the movement, got the upper left corner to show which face was up, prompted for a particular face, and restricted aerial movement this would be a pretty amusing cheating at dice game

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

Art, music and description were all good. really got me in the mood to kill stuff. mechanic was interesting, but not sure how fun it is. might want to add more time pressure to the rolls

This is a surprisingly cool concept. Good use of the theme. Does the game have an end state? If not might be good to add one and/or a score counter

Like the visuals. Controls were a bit weird, especially during the bounce platform with ceilings section. Also could fire while jumping sometimes but not other times. Not sure how much the mechanic added to gameplay though.

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

Ah, it's per die? I was getting 36 for two 6s so I thought that was higher than 25

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.