:)
MetalGearSamus
Creator of
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Fantastic mood, audio, and visuals; game feels good to play and the mechanics are interesting and provide a lot of good puzzle space; progression of levels feels very well tuned, and the puzzles were challenging without ever being frustrating or overwhelming. Incredible job! Only criticisms are with way to tweak and improve the experience: I'd suggest an undo button, and potentially a way to control the camera, or show the unseen sides of the die--I know part of the challenge is keeping special awareness of all sides of the die, but from what I've heard from my own game as well as on a lot of these other 'dice-rollers' people have submitted is that the puzzles can be made tricky enough without that aspect and everyone just ends up wanting to be able to 'see' all sides of the die.
You should be very proud of what you've made!
I like it! However, I think having the enemies stop until you roll but being able to move while you are rolling between positions doesn't feel right. They should either be on a completely separate timer or take completely separate turns, because otherwise it's almost impossible to predict whether a move near them is wise or not.
I like this idea, but right now it feels very hard to judge when the dice are slowing enough to turn into gold (or not), and so it's hard to know when they need to be shot again or not. I was also confused at first, not realize that they only "roll" when they hit a wall or another die, as I assumed they were meant to be rolling as they crossed the table, like physical dice.
I like the idea, but I think the randomness could be tweaked to be a little--I feel like the dominant strategy is to just make the 3 random moves, and then decide which best 3 moves you have for that turn. Interspersing the randomness can just lead to wasted moves or suicidal movements. I think giving the player control over the random inputs just slows things down. And the fact that they can waste your one shot for the turn feels weird; all you can do is retreat then. The presentation is good, and it controls very well, and even as is it felt strategic, but the central mechanic just feels like a false choice, imo.
Neat little idea! I feel like the arena is just a bit too small for how fast you can end up going, and I'm not sure what the numbers on the lower right correspond to, and I'm not sure why I die sometimes, but mechanically it feels good to play, and it's a good challenge having your acceleration and firepower be the same thing.
Impressive scope, but not really a genre I'm into, so it's hard to give feedback. The game had a hard time discerning when I wanted to click on a button vs. when I wanted to click out of the pop-up. And making me confirm every harvest felt unnecessary and tedious. I didn't end up playing for more than a few minutes.
I had a lot of fun with this one. It felt chaotic, but not overwhelming, to keep track of the dice rolls and manage enemy spawns. I like the designs, and the fact that you used another type of die besides just the d6. I could see this being expanded with more dice with compounding effects or something. Great job!
This was really fun to play. Reminded me a bit of the Binding of Isaac, tbh. As others have mentioned, the actual randomness starts to not matter as much once you get to multiple powers at once, but I think the volume and variety of enemies is pretty well balanced to keep the level of challenge up. Good job!