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Melancholy Jester Games

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A member registered Dec 22, 2018 · View creator page →

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Haha thanks!  Yeah...I was pretty disappointed in how it stopped working just before the build.  I had no idea it was broken because I was just clearing namespaces that were generating errors (or so I thought) until it was way too late to do any fixes.

The general gameplay loop prior to it breaking was basically accept orders as they came in, build the monster, package it and send it off to complete the order.  At the end of the day, you'd have the option to upgrade your facilities.  There was still a bit of space though so something like that could have been interesting but it definitely wasn't part of the initial plan lol

I think I spent too much time on the graphics honestly lmao

Thank you!  Unfortunately a lot of it sort of broke an hour before the jam was over and so a lot of the gameplay doesn't function as intended anymore but in the spirit of the jam, I submitted it regardless as-is.  I will definitely post the controls on the game page though!

Thank you!  Once development on the 2.0 update is completed, I do intend on making more horror games.  Please stay tuned in for more information!

lol Yeah I put all the powerup info on the game page when I uploaded it xD

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Hmmm If by screenglitching effect you mean a screenshake, I think the issue is resolution.  I had to rush through and only tested the game at a 1920x1080.  A friend of mine played it after I had to have her lower her resolution to play it...so that may be it.  Glad you enjoyed the art though!

Thank you very much for your comment!  I'm glad you enjoyed it!

Thanks for playing!  Funny enough, I found that after uploading it and left it out of my known bug post, hoping nobody would notice and possibly break the game with it LOL.  Good find, though!  That will be fixed once I post the first update lol.  Hope you had fun with it!

I really enjoyed this.  It was a nice brain teaser game that feels like something I would play on my phone to pass time at work when I'm not busy or something.  Definitely hope you make this into a full release.

This was fun.  I definitely would never make par with this lol.  

I did find that I got myself stuck in the hole and it took a lot of effort to get out with the stuck button but I did eventually manage to make my way out of it.

I found it amusing needing to drive to the next hole, like you would with a real golf course lmao.

The graphics looked great for being made in 48 hours!  Very enjoyable visual quality.  The controls could use a little work because it felt awkward moving and rolling dice at the same time.

Also there wasn't any real "feedback" when receiving damage such as a bounce back, sound effect or even a screen shake. The dice health bar, which was actually really nicely done, wasn't immediately noticeable at first so I had no idea I was taking damage until I had one health left and noticed the tiny dice at the top right corner.

I could see a platformer using these aesthetics being a really fun concept though!

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The music was amusing.  That was pretty enjoyable.

I liked the tracking that showed the direction of the movement.  Was nice to see a quick gamejam game related to pool that actually added something like that.

I had a game crash randomly although I'm not entirely sure what the cause was.  

(apparently itch decided I wanted to post this comment 3 times...deleted the other two lol)

It was a challenge for sure.  The floaty movement gave a little trouble shooting the dice at the enemies.

Regarding the theme, I feel like you just replaced any other projectile with a dice to make it fit the theme.  There wasn't any luck or risk taking made in the game itself and the dice really just felt like you were just throwing any object at the enemies.  If it were me, I would have probably made it to where each time you throw the dice, it will roll a different powerup for the dice that can be used for the next throw.  It would add some variation and would fit the theme better I feel like.

This has been one of my favorites that I've played so far, despite some of the control problems that I had.  The graphics looked great and the concept is very fun.

My biggest gripe is that in turning sections it almost feels like your battling the camera and hoping that you pre-planned the turns well enough to avoid an obstacle.  For some reason I could never quite get my dice/ship to touch the ground like the instructions said I could to start rolling on the ground so some of the obstacles continued to smack me while attempting to do it.  Might be user error but it just seemed to not want to do it!

Great entry though!

I think this could have used something like a timer that counts down to let you cause havoc within that time.  It felt like the havoc didn't really last very long with each attempt.  The graphics were fun and colorful the animations were nicely done.

It was a fun little geometry wars style game at least.  I felt like the powerups dropped super rarely but that may have been due to the fact I never really saw more than 3 enemies on my screen at once and they all pretty much died in a shot or two even without blowing them all up.  A little too easy if I'm being honest, but I'm sure with some adjustments and more polish, this could be great.

I think you have a good idea here but it does seem to fall short much like I fell short trying to get the dice in the cup on the 3rd level.  I think with a little more than 48 hours available to you, you could potentially make this into a fun little time-waster game and that's a great thing.  

I would like to say though that the camera feels super sensitive.  It rotates very quickly and it also seems to rotate seemingly on it's own when the dice is in the air.  I would suggest maybe dialing that back a little and maybe give the player a little more control of the dice if you jump while still because it felt like it was impossible to land in the standing cup and was a bit frustrating.

Like one of the comments said, it was kind of tough to remember what every ability did.  I often found myself just winging it.  

The game's graphics were pleasing, which was nice to see for a gamejam project.  I will say though that the icons in the instructions screen being stretched was strange considering the other visuals were pretty nice.

Pushing and pulling the dice was an interesting concept for defeating the enemies however I feel like maybe having a different basic weapon would have been nice, or a little more control over where the dice landed.  It almost felt slightly random just trying to get the dice to land even remotely close to where I had an army of snails trailing behind me and I could never quite get the dice to kill more than one or two (if I was lucky) when it would land.

This could be a good prototype for a bigger project though!

It was a fun little time waster!    Falling games like this are always enjoyable.  Unfortunately the game didn't seem to record high scores.  I managed to get 528 for my high score.  Would be nice if it recorded them so I could keep track of it easier and try to beat my score each time.

I believe a catchy tune and some sound effects would do this game well.

Unfortunately I have to comment on the super floaty camera as well.  It made it super difficult to move.  

After finding the camera's sensitivity to be that high, I exited to the main menu to see if there was an options menu I may have missed and when trying to play again, I found that the game crashed and I was facing a different direction than when I first started.  Hopefully that will help you narrow down the cause if you decide to keep working on this.

There was little info to go off of and very little clues that I needed to roll the dice at the birdbath-looking things but I managed to figure that out, but after the initial room, I couldn't find any other enemies and it mostly felt like I was wandering around in search of something that wasn't there.  After spending a few minutes lost in a room that looks like a library and finding I couldn't leave or go to any other new areas, I had to give up.

I'll be honest with you.  This wasn't too fun.  It lacked much in the way of gameplay and just felt like a cookie clicker with a lose condition.  With that said, maybe that will give you an idea on how to expand the game if you want to continue working on it.  You could remove the lose condition, add upgrades, etc. etc.  As it stands now though, it doesn't feel like much of a game.

Also, the "Manuel" button works but I had to close out of the game just to get back to the menu because the exit button on that screen just didn't work.

Good luck on future jams though!  Keep submitting!

lol No, those blue pools are just puddles i put in in order to create noise that would attract the dice, to avoid players not seeing the dice at least once during the playthrough.  It failed for some but overall seemed to work lol.  

I might make the dice leave trails now though lol

Honestly, when I go back to it after the jam is over, I'm thinking about redoing the maze to add some different sections that have a visual difference to them so that the player can at least tell the difference between hallways and maybe add landmarks to create familiarity.  It might help with navigating and realizing you wandered into an area with no exit because you already explored it.  

As for your audio, it's understandable if your audio was turned down.  I think adding volume sliders in an options menu would help greatly to avoid things like this.  I've got a couple other ideas I am tossing around my head too so we'll see!

Thank you!  Glad the game achieved it's goals for you!

Thanks for playing twice even just to see the monster lol.  Glad you enjoy the concept!

Damn.  I was hoping adding all the puddles to the level would at least give people more dice monster sightings lol.  

I'll have to find a way to solve that lol

lol Yeah!  Funny enough, earlier development on it featured movement similar to Legend of Grimrock and other games similar to that but after having trouble getting the dice to move in a tile-based fashion, I scrapped that idea. 

I've also been scared by the dice a couple times during testing lol.  It has a tendency to pop up out of nowhere!
Thanks for playing!

Thanks for playing it!  I'll reply to your points!

  1. Understandable.  I've noticed the game is much darker on some screens too compared to my own so adding some visibility for the dice should be a big goal for future updates.  I considered adding like a red light or something but I also wanted the opportunity for an organic jumpscare.  I may consider adding an option for a glow in a future update in an options screen or something.
  2. Yeah, this is the big downside to the design.  On one hand, I wanted to give players the feeling of having no control, and also replicate (in a way) a lot of turnbased games, but I can also see on the other hand how that may be frustrating.  I might look into other options to potentially give players some movement or something when it's not their turn.

Thank you for your feedback!

Thank you!  I'm glad you enjoyed it.  I got jumpscared a couple times while playtesting myself.  The dice is far less scary than my original plans but due to time constraints, he is what he is now lol.  

I've noticed the out of bounds stuff myself and hopefully I'll be able to find a solution to that soon.

The maze is actually much larger than I intended originally but I'm happy with it.  Maybe in future versions I'll add some transitions where the maze will have different "biomes" or something.

lol The dice aren't rigged, however it sounds like you really did have a pair of cursed dice during your playthrough!  

Also, regarding the trails...I'd love to take credit but I can't lol.  I wasn't aware of any trails being left behind but if you could pass on a screenshot of this or a video so I can see what it is, I can see what kind of happy accidents are going on and maybe add a feature lol.

As for strategy, it was mostly avoid puddles and find the exit.  I tried to avoid giving too big of clues as to where the exit is (as it is a maze after all) but I almost toyed with the idea of creating a minimap that shows the immediate area around you to help with navigation.  I might visit that idea again soon.  

As for the location of the dice, the noise might be easily missed.  He does some loud breathing that gets louder the closer he gets to you and you should be able to hear it a few halls over.  It doesn't give away his position or anything, but I could probably mess with the audio levels and everything along with the other bug fixes later.  I'd love to go deeper into an options menu to adjust the audio levels individually eventually.

Also, funny enough, originally the player and monster would move as soon as the dice roll text came up but I thought moving right away would cause some folks to not read the text and then question why their energy bar didn't fill to full.  I think this is valuable feedback though so I'll definitely see about fixing that in future updates!

Thanks for your feedback!

Thanks for playing!  Was a fun watch.  Congrats on avoiding the creature completely lol

Thank you! 

Thank you very much, Frazley!!