Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

LicGWasTaken

65
Posts
1
Following
A member registered May 27, 2022 · View creator page →

Creator of

Recent community posts

You never know where a game will end up. Especially with restrictive time limits you have to go with the first idea that comes to mind, even if it's not fully fleshed out. I'm honestly impressed by the polish of your game, and this being your first jam makes it even more spectacular. You should be proud of your work! 

Extremely polished. This made me feel like a sheriff, music and art really set the mood. The concept is very interesting and using the magazines as dice is such a good idea. Don't really have anything bad to add, I had a ton of fun with this

This is the first detective game I find this jam and I'm not disappointed. The graphics and choice of music are extremely fitting, the dialogue is engaging and the characters charming.

Only nitpick is that I really wasn't used to the concept of the die. These games are mostly about asking questions that don't sound suspicious or too direct to not get caught. The die threw all that out of the window and forced me to go for the most direct questions, even though it felt unnatural. There is potential, but I think this should be implemented differently. I was thinking of having questions that increase the sus-meter and questions that decrease it, so you'd keep the dice but also the "choose the right question" mechanic. 

This is only my opinion though, for 48h this was a masterpiece. Great job!

Learning to dodge at the right time proved to be quite challenging at first, but I quickly got better at it and had a blast. I really like how you forced the player to try different weapons by limiting the amount of bullets.  

Simple concept but extremely well made. I'm in love with the animations.

The idea is very well implemented and the die personalization really makes you feel in control. Even though it's mostly random, there is definitely some potential for tactics, especially thanks to the "reroll power" (the red face).

Also, I found a bug. If you smash at max power right after the dice start rerolling because one of them landed on the red face, the dice go flying off screen. Happened to me twice, first time they came back, second time I lost 2.

Had a lot of fun with this, I ended up playing for over 15 minutes. Well done!

Very well done! I loved all the little details, like the enemies being card symbols, the player sprite changing depending on the weapon,...

Also, the gameplay was fantastic! Every enemy and weapon was unique. I loved the weapon with the explosive projectiles, having to bounce it off walls with correct timing proved to be really challenging and entertaining. Only nitpick, I would have personally preferred the game to be faster paced. Just increasing the player's and enemies' speed would have been enough. 

Overall great game!

Very well executed, the art and music really fit the theme.

An interesting gameplay mechanic. It's unusual to make the dice increase their value by one every move, but it simplifies the game and makes it, at least in my opinion, a lot calmer and more fun. It's obvious that you spent a lot of time figuring out the best way to design the levels and I think they turned out great.

This is one of the few games where I can't think of any negatives, so sadly I'm not able to give you any useful feedback. 

Also, great choice for the title. Really inventive.

My suggestion to fix the Input problem:

Let's say you want to move like 1-2-4. If all 3 Inputs are pressed in quick succession, I'd only store the 2, check if there is a stored Input and move the die accordingly after the animation ends. The 4 is lost to avoid the player from chaining to many Inputs. You'd have to be careful not to accidentally store the 1, but that should be a pretty simple fix.

Happy to hear about the post jam update, I'll be looking forward to it!

I had a lot of fun with this, there are a lot of well implemented ideas.

The cards having different attack powers and some of them aiming at enemies is a really nice touch. Sadly, since the luck meter decreased pretty quickly, I ended up mostly spamming and not really caring about which cards I had.

The concept of collecting luck to have better dice rolls is something I surprisingly hadn't really seen before, but definitely fits the theme! It's a great way to give the player a little more control over the complete randomness of dice rolls.

All in all a great game with lots of interesting concepts! Great job!

Thank you man, really appreciate the feedback. I'm happy to hear that you enjoyed!

I'm planning on releasing a post-jam update with a few (a lot) of quality of life improvements, multiplayer and maybe even different levels/new dice! Hope you'll be looking forward to it

The movement was original and frankly very fun! The levels are designed wonderfully and keep you engaged.

If I had to list a negative it would be that the Inputs, if pressed too quickly, are ignored and you end up falling to your death.

Also, not sure if this is a bug, but if you press the jump button right at the apex of you jump you can double jump sometimes. I'm guessing that you are using the player speed for your grounded check, and since there is a split second right before the die starts falling where it's velocity is at zero, you are able to double jump. May be something else though.

All in all, very enjoyable! Ended up playing for over 20 minutes.

Hi, happy that you liked it!
A post jam update is coming for sure seen the amount of feedback and great ideas I've been getting.
Four players is actually a great idea! I had only though of two for now but I can see that working very nicely. Thanks a lot for your feedback

Happy to hear that you liked it! 

You are actually the first one to understand the game right off the bat, so that's a win for me. It isn't really meant to be difficult, it's about figuring out the optimal moves to get the highest possible score. But I'll keep that point in mind for the post-jam update

Really well made. From the intro I though this was going to be a horror game (which btw, if you'd ever like to do that I think it would turn out wonderfully, your art's really good, it made the hallway feel creepy), but I ended up having fun either way. 

Only nitpick is that the camera could have used some work. I ended up falling on the bugs multiple times because I could see them properly. Maybe shift the camera down if the player holds S pressed for long enough?

PS: I'm 100% "stealing" your idea to make a level that's just blurred out code, gave you 5 creativity just for that touch. 

Very polished. The music is a bop and the sprites are simple but phenomenal. It took me a while to realize that the faces hat to add up to 7 - omg I just realized. It was the top face, wasn't it? Ok excuse the stupidity, I should have caught onto that sooner. For some reason my brain automatically assumed the face on the bottom of the cube was the important one.

Other than that, very fun! Also, bonus points for the sick loading screen and credits

Ok so, a couple issues with this:

First, the timer doesn't really change anything. It's mostly a waiting game.

The controls feel slightly off, mainly because there is no... idk how this is called. You'll probably know this from other platformers, they let you jump even if you are slightly off the platform. Also, the player hitbox being a capsule makes the player easily slide off edges, which makes tight platforms annoying.

Third and last point, some powers are mostly unnecessary. The improved movement literally has to be used the whole time to beat the level and the invisible platforms can be guessed from the level layout.

Now, I know this sounded bad, but there were some enjoyable parts! I really liked the gravity switch and "blackout" levels. The concept is really good and especially the gravity switch works a charm with the timer. A speedrun-like gameplay approach would really make those shine, not focusing on beating the level but rather on mastering it.

All in all, there is room for improvement, but one half of the game turned out to be pretty fun! Nicely done for 48h, considering how many different levels you made and that you worked on the music too.

Thanks for your feedback! Multiplayer functionality is on my list, Just like better UI and a guided tutorial.
Regarding the movement, I was thinking of making either arrows on each side of the cube or even to let the player "draw" a path with the mouse.  I would love any other ideas though, It's pretty difficult to figure out the best movement option.

One of the best ones I've played! Very polished, fantastic sound effects and art. The gameplay was very hard to wrap my head around. Imagining the unwrapped dice what quite the challenge.

Ver well made!

Very cool idea. Really doesn't need anything more than what it already has, maybe music but that's it. The fact that you had time to implement random events like cursed die, random piles of gold and merchants is impressive for 48h.
Great job!

(1 edit)

This felt ominous and haunted for some reason. I'm guessing because of the demon on night 4 and pieces of text scrolling by to fast, but that might just be me. Very fun though! An interesting take on the theme

Edit: I read other comments and apparently the scrolling text is not a feature? Well, I took it as one and it made my experience even better

I found it difficult to understand what the different elements and moves did, but this is a very good take on the theme! Actually really enjoyable, sound effects and music would have been the cherry on top, but this looks complex enough for 48h so I don't blame you for not implementing that. Well done!

Happy to hear that you liked it!
Most of the things you mentioned were already suggested, but I still appreciate your feedback. The "dropping down" to other levels is a wonderful idea, I'll keep that on my list!

Other than the camera movement, which felt pretty limiting, this game is extremely polished. It not only looks stunning but plays really well. Love the idea of the dice changing every move, but sadly I didn't notice that much of a difference. Other than for the legs, the legs came out of nowhere.

Really well made and fun, congrats!

Simple but with a lot of depth to it. It's hard to wrap your head around the necessary moves to get to the end, but the levels do a great job at hinting towards the solution. It does pretty quickly become mostly about avoiding fours, but the ice fixes that.

really well designed, I had a fun couple of minutes

Thank you very much, happy that you enjoyed it!
I'm planning on adding multiplayer support and different dice, main idea was a bomb die that blew up multiple ones. That will be coming post jam though.

Incredible how an idle game can end up being so enjoyable. Not only well executed, but also very charming in its text and graphics. 

Only nitpick on my part is that new dice cost too much in comparison to upgrades: This lead to me only having two dice at the end boss. I would have loved to try the other ones.

Really cute and well made! The personalization is surprisingly addictive and the cute little cat ears really sell it. Great job!

Very polished, I really enjoyed it. The music fit the theme, the art was perfect in its simplicity. Not to mention the dialogue! The choice at the end really sold it for me.

One of the best games I've played during the jam. I have not seen anyone else with this concept.
Not only was the gameplay enjoyable, but rolling off a cliff to change class was a really nice touch, limiting the player's control and forcing to try all different options. 
The enemies could use some work, but for 48h this is wonderful! Sincerely hope you get top 100

Honestly, the game as it is right now is superb for 48h. I really hope you continue development even post jam, adding bosses and variety to the game. I would love to play a complete version of this.

Hi! I'm happy to hear that you enjoyed it. I really appreciate the constructive feedback.

I got used to the WASD while testing so it wasn't really a problem, but I considered making the player move with mouse clicks. Either some arrows on each side of the die you can click on or straight up just dragging the mouse along the path you want to take. I also though of highlighting tiles within reach each turn. You think a similar solution would work or do you have other ideas?

Happy that you enjoyed it!
I sadly ended up wasting too much time on the UI and the (not very helpful) tutorial, so the AI is just random inputs. That's why I gave bonus points for winning. Hope that didn't ruin your experience too much

Cool take on snake! The speed changing is quite fun and makes you panic every time. 

Other than the hitboxes being stunningly large, It's well made! It's obvious you interpreted the theme as "randomness", which is a take I like. Most people ended up making something with dice! 

Thanks! 

Yeah, the AI could use some work indeed. It's pure random inputs for now.

Thank you! I'm happy that you enjoyed. I'm aware of the softlocks, somehow didn't ever happen during testing. There is sadly not much I can do about it now T-T.

Thanks! I'm aware of most things you mentioned regarding UI and other little improvements, but nonetheless this is all very helpful feedback. Especially the tutorial was what I struggled with the most, so I'll keep your suggestions in mind for future games! Glad you enjoyed it tho  

I honestly really liked this. Not only is it apparent that a lot of effort was put into this, it's also quite beautiful. The attack is very fun because it moves you close to the enemies, so you can't just spam like in most other games. 

Also, wow you put a ton of effort into the itch page

Very well made. The animations and looks are stunning.

Only critical advice I can think of giving is Audio. Music really sells a game most of the time

Really enjoyed this one. It is quite difficult, but the different dice effects made it really fun. Great job!

PS: if you manage to try to add some music next time, would have really improved the experience