Loved it. Took some time to figure out that the “other” world actually showed you the solution to each puzzle and still with that knowledge a couple of rooms were challenging. My personal favorite Part 2, freezing cats to use as blocks. Personally I found the difficulty just rate, the controls and visuals pretty solid and overall a solid game.
Kjarrigan
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Thanks. Not sure if we watched the same video but my recommendation list popped up this “Tom Scott vs Irving Finkel” https://www.youtube.com/watch?v=WZskjLq040I (it’s really enjoyable to watch) which definitely influenced our choice to implement this ancient game (instead of others)
Regarding the AI - they all have a specific trait they stick to (rushing a single chip forward, bringing as much chips on the field as possible, etc) so they are pretty “dumb” in that regard but developing a proper challenging AI was planned but unfortunately wasn’t ready in time.
But AI is a thing we want to tinker with in the future. We’ve participated in BattleSnake a couple of times and we’re thinking about making something similar for Ur as well (so AI vs AI on the Ur ruleset) because it actually felt like a game were developing a good AI would be fun.
Thanks for your encouraging feedback.
You’re guess is pretty much correct. We never did any 3D games before so it was a bit of a struggle to get the dice actually physically rolling (and being random). Cheating the Physics sounds like a pretty cool idea and we’ll definitely try it when we do another dice-base board-game.
Glad that you enyoied it and thanks for the feedback regarding the UI. Having the Roll Button on the right side felt “intuitive” for me because I’m a right used to roll dice with my right hand and my mouse is on the right side of they keyboard so it felt strang to click left. And actually the dice used to be right in front of you and were just moved in the very last minute to the left because there was some spare space and you could actually see them better. Didn’t occur to me that moving the Roll button as well would be a smart choice, but you are correct. The distance between I where I have to click and where this triggers something is pretty long. Maybe we could make the dice clickable directly (as with the chips).
And yes the delay is a bit too long. But we have ideas how to make it better in future games.
Glad that you liked it. As a passionate TableTop player myself it was quite nice experience trying to implement existing-turn-based game-rules and it was actually much more work than I expected.
Regarding you AI-question. Yes indeed all four AIs have a different tactic. Below each AI a short phrase/keyword gives you a hint on what it’s “trait” is.
And yes the roll-delay bugged us as well but wasn’t fixable properly in the remaining time.
I really liked the blueprint style. This looks really neat and the “turn” based steps worked. The first floor could have been a little easier and maybe an arrow or two or some “hand written notes” on the floor plan as some introduction what to do. So it was a lot of trial and error where I can step and where not. What kills me and so on.
Really like the many “special” effects. Music, Voice-Over, the background. The pong ball was a bit slow. Maybe speeding it up over time would be an option (especially since pretty often I didn’t have to do anything because the paddle was already in the right place). And not sure it was intentional or not but to see the next button of the “You won” screen I had to move quite a bit and buttons did not work so I had to “click” with the mouse when I had both hands on the keyboard.
But I’ll definitely play a couple more rounds.
Sure. The dialog popped up and I couldn’t actually close it. I pressed all the Buttons but nothing happened. It just was stuck in that screen.
I just tried it again and it seems like pressing ESC helped now. So maybe I didn’t tried that in the first two runs. If that’s the case then my wish would be to have used E or V as well because that’s the keys the game told me to use for Interact and Close Dialog. So I expected one of these two buttons to work.
Nice idea. The multiple planes have some great potential. Unfortunately a bit easy if you are on a high platform and then just spam click teleport straight into the exit. So maybe a bit longer cooldown on the teleport might help actually having to play with the different platforms. Still nice artstyle and concept.
I think it’s currently bugged? At least I got stuck two times. After cleaning the bath I tried leaving the room and interacted with the panel. A “insufficient energy” screen came up and then nothing else happened. The sound of the moving robot was a bit annoying, I would have preferred the nice title screen melody when cleaning up the mess, but a nice idea.
I liked the variety of Dino-Mechs a lot. Was a bit much with the many upgrade and mechs tough at some point. I just clicked on update to continue playing but didn’t really get what the upgrade did. Maybe do not upgrade all mechs and add new ones on every wave and rather make the player decide what to spent his upgrade point(s), so there is a bit of strategic decision. Like the artwork tough. They looked pretty cool!