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McWonkoTheSane

36
Posts
A member registered Jul 12, 2022 · View creator page →

Creator of

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Really clever concept and fun once you get the hang of it. I think more clear shadows or indicators of where things actually are would help the game a lot.

Very polished! Of all the variations I've seen on this style of puzzle game this one felt the most polished/well designed puzzle-wise so far, I do wish the controls were a little bit easier as mentioned below.

It has a lot of polish on it visually which is great. I think it would be interesting to let the player choose between buff/debuff pairs rather than just randomizing it every time, it felt like I was at the mercy of the RNG rather than getting to twist it to my advantage. Feels good to play otherwise though!

One of the best I've played so far, really well done game loop and the art is super cute.

The writing really shines through on this one, as others have said I wish the text was a little faster but it was super entertaining nonetheless.

Thanks for playing!

Really cute game! I wish there was a little bit more gameplay than just rolling and moving, but that's easy to expand on.

Fun little time waster! I wish there was a little more choice to make but the presentation is fun

One of the few I played all the way through, really great design! I also think that showing the DC for the level at the start/throughout might be useful, otherwise it feels like you're just smashing into everything aiming at a 20 until you get it. Overall though this one was a blast!

Very fun! I like the mixing of random rolling and having to actually aim.

Fun one! My one piece of feedback is that the numbers are a bit tricky to see inside the rings even with such a stark color contrast, maybe an outline around them or something to that effect could help?

I like the slay-the-spire esque deckbuilding aspect of upgrading individual dice, I think my main issue is that the gameply itself feels uninteresting. There's no reason not for me to just always take the highest roll. I'm not sure the best way to solve this, but maybe having to assign 2 dice per character per round (one attack on defense) rather than alternating, or having some sort of special effect dice could be good. I'd also nitpick that the player feedback was a little rough around the edges, some more animation or UI would have been good, but I understand that the timeframe probably made that hard to do.

Overall though I had fun and the art looks great!

Echoing what everyone else has said, clever design once you understood what was going on, but until then I felt like I was just kind of clicking randomly and hoping to achieve whatever the goal was. I really enjoy the concept of the die having to "face" a certain way though.

Very fun! I did find that I spent a lot of my time stuck in a loop of wasting a day and hoping for better rolls as I was soft-locked to one part of the island (trying to free my first friend for example and being forced to wait for a 6 to do so). I'm not sure what the best way to alleviate this would be, the re-roll system helps to some extent but I agree with a previous commenter as well, some sort of temporary camp system might help too. Really well done for 48h!

Thanks for playing! Interesting idea to have multiple requests come out at once or a grace period at the start of the round, we had never considered either! If we keep working on it we'll try both of those ideas.

2 of them wished to remain uncredited for personal reasons and the third just hasn't made an itch account yet, but you do bring up a good point, I will update the team size on the page.

Thanks for playing! We tried to find something fun-stress inducing and timed levels around it as much as possible.

Thanks so much for playing and for such comprehensive feedback! We absolutely need to slow the tickets down for the first couple rounds to let people read them, I think we suffered from the fact that we didn't have a ton of external playtesters so we got really familiar with all the tickets and could solve them much faster, but most of the feedback echoes your own sentiment.

In answer to your questions:
- The end is pretty simple, you just look back up at the board and the leaderboard has changed to a big image of a golden natural 20, and the sticky notes around it get a little bit of new flavor. Otherwise it just loops you back around to the main menu to start again.
- We wrote exactly 99 tickets, they're parsed at the start of the game and then just shuffled (and re-shuffled once you go through all 99 since the game continues endlessly until you win). Most of them were written with a lot of coffee in hand. Most of the dev team (5 in total) are pretty avid D&D players so we pulled a lot from our own games and plenty of tropey stuff ("Vecnar" is a particular favorite to avoid any copyright stuff).

Thanks again for all of the kind words and feedback, we really tried to make it as immersive as possible with the intent of never showing any non-physicalized UI so I'm glad that came across!

Thanks for playing and for the feedback! We agree, the scaling needs to be slowed waaaaay down for the first couple of rounds. How much extra time do you think you'd want at least for the first couple, something on the order of only a second or two extra or something as extreme as doubling the time?

I'm not sure where it would fit best, the immediate thing that comes to mind is to just have the buy/recipe tabs split 50/50 on the right, but I don't know if that would make it too small. You could also have it along the bottom of the screen maybe? I don't think it's a super big deal, once you do each recipe a few times you don't need to reference it as much any long.

Thanks for playing and for the feedback! The difficulty is definitely by design but it absolutely does not scale well, we were scrambling to finish features towards the end and didn't balance particularly well. Will probably revisit it in the future though.

Thanks for playing! Glad you had a good time.

Fun! Wish the swipe had a little bit more of an effect on the die but the main mechanic is really clever.

Really original take, and I love that the concept is so simple yet so difficult to master.

Similar vibe to our own game so I'm already predisposed to enjoying it! One thing I think could make it a little more interesting would be the addition of new dice in later rounds (either with different numbers of sides or some sort of special "golden dice" or something to that effect). Overall though it was really fun and looks AMAZING.

Absolute blast! I wish the crows were a touch slower so I could yoink my stuff back from them, but otherwise insanely well polished.

Very fun! One minor thing: you can hit spacebar while the round is transitioning to pre-roll, which on the one hand is nice because it speeds up the game a bit, but also results in the big floating text overlapping itself. Really fun chill puzzler!

Very fun! Classic idle clicker loop. I agree with a previous commenter, having to change to the recipes tab is a little annoying, I would have preferred to just always see it somewhere.

Loved this one! Super satisfying feedback loop.

This was an absolute blast! My only real points of feedback are that the camera shake is a little intense and the enemy waves scale up a little slowly, but it was super fun to play.

Loved this one!

Thanks for playing! Great minds indeed. We definitely need to revisit the timing balance on RNGenie haha, it absolutely becomes overwhelming too fast.

Thanks for playing!

Thanks for playing! The language issue was something we thought about but didn't have time to add translation functionality for within the 48 hours, so I'm sorry that it impacted your play. Glad you had fun though!

One of the best ones I've played so far! My only thought would be to maybe allow collecting additional dice on top of your already existing multiplier to further increase it, it can feel bad to slide over a 2 when I already had a 6 while I'm trying to avoid bullets. The game looks fantastic and plays really smoothly though, altogether a blast!

We seem to have settled on a very similar name and general theme (controlling the outcomes of adventurer's dice rolls). Fun game!