The variable dice value decides the dice face graphics and the jump distance iirc, reading the dice face itself would fall into some AI category
LightPotato
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The concept is really cool, I like the quantum physics-type thingy, where something only exists if someone sees it, being implemented as a game mechanic. It's a shame it's pretty short, I'd like to see more about it.
I got confused in level 4 and I thought I had to jump around the glass wall, only to find out the blinking mechanic exists which is only explained in the game description. I'd advise to put important controls in-game next time, since not everyone reads the desciption.
Aesthetics is incredible, you nailed the presentation with the retro vibe! Character changing shapes and weird looking creatures adds a lot to this. The metaprogression with the upgrades and saving the enemy count was also an interesting idea.
Though I wish you put more effort into the enemy design, since every enemy in this game can be safely killed by shooting the laser gun outside their range. I think there should be extra enemies to counter the ranged weapons, so the left-right hand system could achieve its full potential.
4/12 first try, can I get an A?
One of the most unique entry I've seen in this jam so far, the atmosphere and the different math rules really fits the theme. The ticker mechanic seems to represent me jumping to different pages in test when I can't solve like 70% of questions lol, it really adds the anxiety and makes the experience more authentic.
Concept is pretty nice, rapid switches between guns gives the game a speedy feel. Also nice job at visual effects for killing the enemies, it feels really juicy! The red arrow is also a nice QoL feature (though you may want to change its color in White House, since it blends with the floor)
The thing is when the gun isn't spawned near the enemy, it's basically the game over. I would add a weak default weapon so it would compensate the bad luck. Also introducing different enemy types as the game progresses, and making each stage a bit shorter would be nice for adding some fresh gameplay.
Yo I also made a game about a slime, what a coincidence
I liked how you made some powerups interesting, such as multiplying and shooting more bullets at the same time. After enough upgrades, it's funny to see those monsters basically melting. Destroying enemy projectiles by firing projectiles was also pretty sick.
I'd suggest adding more sound effects, especially the dash sound effect, it would make juicier to walk around the map. Also unfortunately when I killed a boss the key got stuck in a wall, so I had to quit the game after getting 4/5 keys. Despite that it was a nice experience :)
Actually it was a pretty good game in terms of gameplay. The mechanic introduction feels smooth, starting from entering the door, you jump out of the door in stage 2, and doors are mixed with the moving platforms in the last stage. The platforms in the different dimension are also telegraphed well, this is a pretty good QoL feature.
I'd suggest showing paths of the moving platforms. In stage 2 I didn't know there was a moving platform on top of the stage so I just did a leap of faith and found nothing, which confused me for a bit. Also the moving platforms suddenly changing direction in stage 4 felt unfair. Showing how the platforms move would solve these problems.
I can't pet the cat? 0/10
For real though, I had a good time playing this game. The game is essentially spot the difference, but the addition of the memory elements makes the game pretty interesting. The success streak mechanic and door locks add stakes to the choices and makes the game more challenging in a good way, reminds me of Exit 8. Also nice job on implementing the theme here, many games tend to focus on only doors but you managed to see 'what's behind' and mix it into the core gameplay.
My suggestion would be adding signs ( =, =/=) above the doors. Left and right seems a bit arbitrary and it takes some extra effort to memorize them, which is far from the core gameplay. Also maybe you could add more variations to each rooms as player progresses, such as different floor patterns, to keep the gameplay fresh.
That was such a neat concept, blocks changing the shapes were funny but pleasing to look at. Also nice job on implementing slopes, they are impossible things to work on properly but in this case slopes did some visual improvements without being too janky in terms of gameplay.
Things went smoothly from stage 1 through 3, though I struggled a bit in stage 4.. Not sure if it's intended but that final stage seems to require memorization and blind experiments. I'd suggest adding indications for ground placements, which can be viewed before entering the door.
Nice to see a game that uses doors as the main mechanic rather than being slapped as one of the decorations lol
Difficulty curve was pretty smooth, and new mechanics were introduced naturally. Rotation indicator shadows were a nice touch. It takes time to fully understand but I think it's a nice part of the puzzle to figure it out, and makes the puzzles here feel fair. Solidly designed game :)
Awesome game design, it was a blast to play! I especially liked how you designed the enemies: the slime that jumps and the one who throws bombs at you don't let the players sit in one place, and it makes the game much more active. Also the blast door got a cool risk-reward mechanic, it's cool to see the character getting stronger after getting those upgrades, and yet it doesn't feel too overpowered due to the low max hp. Easliy one of my favorites in this jam!
Minesetter is a better name than Mineplacer lmao
I'm surprised that simply reversing a Minesweeper leads to completely different strat and experience from original game. Finding out the strategy was really fun, I managed to solve 2 boards. I only wish that restart button was always available, nice work :)
Completed all 8 levels. I know the concept will be good if it has minesweeper in it :)
Puzzle design here is kinda mixed to be honest, some levels had too many tiles to process so I just randomly pressed every key until it works. Level 4 and 8 are examples of this. But other levels didn't have too many tiles to process, so I could actually think about the positions of the mines. Those levels were much more satisfying to beat, such as level 5,6, and 7.
Overall, it was an enjoyable experience. Well done!