Skip to main content

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

MetalGearSamus

48
Posts
1
Followers
A member registered May 16, 2022 · View creator page →

Creator of

Recent community posts

:)

I'm glad you enjoyed it, and I'm glad to hear the enemy movement added to the later levels! And yeah, I made ties random mostly because I couldn't think of anything more cleaver in the moment; if I keep working on this I'd want a set outcome; potentially some sort of third possibility.

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'd say try both, separately and togther. The preview  would let people avoid simply walking into the enemies as they move, but so would the turns; it would just depend on how each feels or if they'd be best together.

Thanks for the comments; and yes, it's a 50/50 coin flip when the numbers tie! I  just didn't put that info anywhere in the game explicitly.

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 played this for a little bit and didn't really feel and effect from differences in the die        numbers .     Otherwise,      a            very  technically  impressive  game,  considering  the  time  constraints!

I can't read cursive ;___;

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.

The game looks great and the mini games  control well I had a lot of fun! I think the hippo game is broken; counter went to zero and the just kept ticking down into the negatives and the game never ended.

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.

Not too much to say except I had a lot of fun! Great concept and execution!

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.

This is honestly incredible work. A very unique mechanic, a great atmosphere, and all of it perfectly on theme! Dying while die-ing; you should be really proud of what you've done! I haven't seen any other jam game working on the level of theme and metaphor!

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!

I'll be honest I couldn't really tell what the different faces did outside of the camera flipping erratically sometimes. It did make me laugh though, and I was having fun until I  got stuck somehow.

I LOVE THIS! Cute and funny, made me smile the whole time. Mechanically challenging but not frustrating. Great job!

I made a tie just be a 50/50 chance of winning or losing, but I didn't end up putting that info anywhere in the game. Thanks for the feedback! I'm glad you liked it!

I think this is my favorite jam game so far! I like the visual, I love how the mechanics work and how it feels to play.  I could see you fleshing this out into a full-length puzzle game. Awesome 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!

Very nice! Looks good, and has enough of a meaningful decision to not just feel like a slot machine. I  could see this being fleshed out  into a small roguelite or something.

I  think the re-roll mechanic was a great use of the theme, and the controls feel appropriately responsive. I could see this being fleshed out more with  more types of obstacles or enemies maybe.

Thanks! And yeah, I think the dice guy from Cuphead was specifically what inspired my friend's character design.

Thanks! I  thought of the diagram, disregarded it because I thought it would make things too easy, and then another of my friends suggested it independently, so I'm glad others are finding it valuable too!

Awesome job! Allowing for dot combinations that aren't typically on d-6s was really creative. Are there any consequences to getting hit with the  projectile dice? I felt like I  ran into quite a few as I was progressing but they didn't ever kill me or anything.

Could use some more defensive options/mechanics, but otherwise it feels nice to control and it's satisfying to blow up other enemies, haha. Aesthetics are great too!

Hitboxes need to be a bit tighter, I think, and animating your orientation would have helped, but I like the head-throwing mechanic.  Potentially interesting  risk/reward decisions there if you're rolling at lower life.

Neat! I love the golf clapping  sound effect, lol.  The 'more bouncy' effect  doesn't feel like it's doing much, but otherwise the physics feel nice and the randomness is fun.

I used very similar mechanics in my game! But your aesthetics are so much sleeker, and the animations+sound effects are very satisfying.  Are the levels set or randomly generated? I played for a little bit but didn't get to the end, if there is one.

I like the mechanic of having to keep track of the cube geometry! Would like to see what you could do with more time and levels.

This makes me nostalgic for a long lost time... when YouTube had features. V_V

I like the levels, I like the mechanics, I  spent WAY too much time on the endless mode, lol. Good job! Only criticism is that enemy movement takes a bit too long, imo

A fun mechanic/concept. Would like to see how other levels would have turned out. I really like the UI design!

Super creative idea. I love what you did with the theme.  I think the mechanics need tweaking though; right now it just makes me frustrated that some rolls are just 'filler' because I have to hope the enemy randomly moves to a workable tile.

I think there's a good idea here, but this build is really bare-bones as is. The sound effect/animation on the dice roller is perfect though.  Makes me want t o keep pressing it, lol.

I think we had almost the same idea for our game mechanics. Your presentation is a lot cleaner, though. I would love to see a complete version with more levels! Great sound design so far too!

Good puzzles, good premise, and good take on the theme. I really like this!

Genuinely impressive graphics. Impeccable trolling. I love this.

Infuriating control scheme. 10/10. I love the idea!