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kdreese

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A member registered Nov 06, 2019 · View creator page →

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Thanks! We were happy with how much we could fit in in just the 48 hours! Being able to mix and match the cards really helped with adding variance to the decisions, which we liked a lot. Glad the dialogue struck a good chord as well!

There were many times during testing that we accidentally rolled over ourselves in the second stage by playing too aggressively in the tutorial stage, so we're happy that playing against a copy of yourself provides a unique difficulty curve.

In the current build the moves are all one to one, so if the round continues longer then it won't have any moves to pull from. Because of this we've found that focusing on surviving early by playing a lot of cards in their defensive form allows you to roll over the opponent once they stop playing units. After the voting period, we'll probably cycle back to this and give the whole game a balance pass.

Thanks! It isn't heavily pointed out in the game, but it's an extra layer of strategy to pay attention to once you figure it out. After the voting period, we'll probably go back and clean up some parts of the game including making it a bit more obvious that that's what's happening. The offense vs defense decision is my personal favorite part of the game, glad you liked it!

Glad you enjoyed! We're happy with how the player movement and audio feedback turned out! Should be a few more audio feedback additions in the future too!

Thanks for the feedback! We loved how interesting of a puzzle system the rolling die is. In a future update, we're planning on implementing a feature that helps people know what's on the hidden sides of the die. That should help make the rotations easier to plan out.

As a bunch of programmers, we're glad people are liking the art! It's great to hear that the puzzles were sufficiently puzzling! Thanks for playing!

Glad you enjoyed! We've all been working in Godot for a while, and it was great for this project.

Using the dice faces as beat subdivisions is a super interesting take on the theme. Trying to pick out if a beat was just two eighths or two offbeat 16ths was fun. I really appreciated that you could separate out the tracks from each other, as it made it much easier to be able to focus on one track at a time. Great work!

Interesting take on the theme! My one critique is that it was quite frustrating when I would assign two medics to a particular patient, and then they would have lived even if I hadn't assigned anyone, or they would have died even if the medics hit max roll. It made it feel like the only thing that really mattered was how well the survivor's roll was, which led to occasions where I would have more patients with no assigned medics survive than the ones I actually assigned medics to. Other than that, the atmosphere and storytelling through gameplay was well done. The stretching of the staff mechanically making it highly unlikely to be able to save everyone delivers well on the established mood.

Glad you liked it! We're really happy with how much we were able to get done in such a short amount of time. There's lots of time after the jam to improve execution. Thanks for playing!

The color matching was a unique take on this style of submission to the jam. I enjoyed playing around with the abnormal face layouts to get through the puzzles. Has good potential with even more added after the jam. Great work! 

Thank you! It was awesome to watch you play through it on stream. Thanks for the feedback!

Loved the art and music in this! Really made the puzzle solving a serene experience. Excellent work!

Thanks!  Liked the different vibe your approach took to the idea. Congratulations to you as well!

The gameplay alone was both endlessly entertaining and interesting, and on top of that, the killer theme and voice work just pushed it over the top. Great work, this was a ton of fun!

So glad you liked it! We have a lot of ideas for more mechanics and puzzles, so there will definitely be more to come!

That definitely is a tough position, but it is possible from there. In certain confined spaces, you won't be able to get all of the faces to the top, so you'll have to orient your die somewhere else.

Thanks so much! It's interesting seeing how different the execution is even on games with similar ideas. Loved your puzzles!

Really loved the falling transitions between levels. The final level's gimmick was really interesting. Great work!

You didn't do anything wrong, we just really ran out of time at the end.  Hoping to fix up level progression and enemy AI once the voting period is over.