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morrilet

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A member registered Apr 19, 2016 · View creator page →

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The mechanical purpose is love!

Thanks for playing! Yeah, we ran low on time to implement better player feedback, but you can pull the owner for a while or try to trip them with sticks and fire hydrants. Hopefully the new description text sorts that out for folks!

We don't have any known bugs at the moment, but I've seen people on streams struggle with level 6. The button requires the die to have the one side facing up, which isn't obvious from the texture. If we continue with this we'll definitely tutorialize that better and make it harder to miss. Thanks for playing!

This was a neat idea! The gameplay got a little stale after a few waves, but I enjoyed the core premise and the presentation was pretty solid to boot. Nice work!

This was an interesting one. I enjoyed the combat but I wish the animations were a little quicker. Outside of that I would suggest giving the spear some more contrast against the background (it's hard to gauge my range if I can't see the weapon) and maybe increasing the frequency of the dice rolling. That aside, I had fun with this. The combat still felt pretty punchy and the animations were solid. Nice work!

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This was super cool! Throwing the dice felt so satisfying. I think I found a way to break the game, though. If you use the card that causes you to deal three damage when you take damage and then spam resilient's gambit you never have to give up your turn and the odds are such that you basically can't lose. A fix might be to only let players cast that until they hit a six. Regardless, this was really well made and loads of fun to play. Nice work!


P.S. I strongly agree with other comments that this should include a .zip download - not a fan of running installers with admin rights on my system.

This was spectacular. The presentation was great, and giving the dice only three options made the randomness feel very manageable. I wish there was a button to skip the text crawl, and there were some bugs when you re-visit explored tiles, but outside of that this was flawless. Amazing work!

This was really well made. The look and feel were among the best in the jam, and I love that there was an undo button. A reset button would have been a nice shortcut to add, but I just held down backspace and that served me well. As other commenters have said, the puzzle design leans a little fidgety, but I didn't mind that. Nice work!

P.S. I made a super similar game! I've seen a few like ours so far and it's always neat to see the little nuances in design express themselves in the finished product.

This looked gorgeous, but the gameplay felt a bit unresponsive for my taste. Sometimes I could shoot the dice and other times I couldn't, and it was never super clear to me whether or not my attacks would do damage even if they did hit an enemy. When the damage did happen it was really cool, but I'm not sure I understood why it was happening. Improving player feedback would definitely go a long way here, because the underlying game seemed pretty solid. Nice work!

This was really fun! I think the pistol was a little overpowered because it shot much faster than the assault rifle and more accurately than the SMG, but that's not a deal-breaker. Additionally, it would be great if weapons you pick up are immediately rolled, since I picked up a rocket launcher and never even got to try it.  Overall though the presentation here was super cool and the gameplay was entertaining. Great work!

I found it super hard to get the die to land in the hole (6+ shots on the tutorial level) and I wish the camera followed the ball, but outside of that I really enjoyed the look and feel of the game. It was calming when it wasn't frustrating! Good work!

I had a lot of fun playing this one! The gameplay and graphics worked really well to create a casual (yet still challenging) atmosphere and the rewards at the end of the level felt super juicy. Maybe I missed it, but some sort of wave counter to tell me how far along in the level I am is just about I'd ask for here. Great work!

Super neat graphics and style. I enjoyed the gameplay but I felt that it could have been a little more responsive. Buttons took a moment to register my side and the reset button took a while to kick in as well. Outside of those minor gripes though this was really well done. The button mechanics and side removal effects felt pretty original. Nice work!

This was really fun! Big FTL vibes. I think the enemy AI could stand to be improved a bit, but it never did anything too bad. I would also say that the game speed could be upped a bit. The turn walkthrough was great for the first fight, but after that it just feels like an unnecessary delay. Great work regardless, though - I had fun with this one!

This is awesome! The look and feel are on point, and the gameplay ramps up really nicely. Both of the additional mechanics that you added (the red dice and the pop-up tiles) work so well, too. The only criticism I can give is that I wasn't sure what I was looking at on the level select and selected 2 right off the bat - a title card would probably help there. Either way, fantastic work!

This was so cool! Very well built and concise. The art style and audio were a great fit, too. Great work!

I like the various movement options, but I don't feel that any of them really changed the way I played the game. Definitely could use some sound effects as other commenters have pointed out. Graphics look great, though. Nice work!

This was pretty fun! It sometimes got annoying to die immediately to something offscreen that I had no control over (the die rolling a six), and the camera could have been zoomed out a bit more for my taste, but the shooting and effects felt really solid. Nice work!

This was a super cool idea, albeit brutally difficult. The art and audio fit super well, and once I read the instructions I had a good time frantically sending dice across the battlefield. My only complaint is that the trajectory indicator was a little hard to rely on. Great work!

This was a really cool idea! I would have liked to see a way to view the side that the die is resting on, but being able to see through to the tile below it was a good touch. Because so much of the planning was based on the bottom of the die it sort of felt difficult to see everything. Maybe using the top of the die could have helped there? Either way, this was well-thought out and the presentation was really nice. Good work!

Cool idea! Super glad I spotted the controls section there because once I got it it was a delight. The ability to lock dice in was really neat, though I'm not sure what all of the icons meant or how much health each enemy had. Seems like sometimes they took an awful long time to kill. Nice work on the whole, though!

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This was really well done! The art and level transitions were spectacular, and the initial menu scene was brilliant. I only wish there were more levels! (Edit: a reset button wouldn't hurt, either!)

It's funny, too - I made a super similar game with one minor tweak being that you only control other dice when you have the same side facing up. Funny how such little changes can totally alter the puzzle design.

This was really well executed! I love the minimalist aesthetic and the way the tiles come up to meet you at the start of every level. I would have like to see more mechanics slowly introduced, but I know how the time crunch can get. As-is this is a super calm, low-stress puzzler.

(P.S. We made a really similar game, but took the feel of it in a very different direction. Cool to see this take on it!)

Super tricky puzzle game. There were a lot of red herrings here that made it tricky to sift through the visual noise, and the different objects could have been introduced more gradually (I still don't really know what some of them do), but with a few more tutorial levels I think that'd be easy enough to fix. Very well polished and thought out, though. Great work!

What a cool idea! It took me a minute to figure out where I was supposed to place the dice, but once I had that sorted it was smooth sailing. You can really feel the effects of the randomness here, but you get enough dice that it never feels like you're really being screwed over by it. Nice!

This was a really fun reaction game! I definitely had to use my downtime to think ahead and weigh my options based on what I might see. The art and audio fit nicely as well. A very neat and tidy package on the whole. Good work!

You really packed a lot of functionality into such a short timeframe. Nice work! One thing I wish you'd managed to fit in is a tutorial of some sort, though, as it took me a little while to realize what all the buttons did. Other than that an auto-pass when you have no more valid moves would have been a nice feature, and some of the enemy health values could have been brought down to reduce the tedium.

Still, good work on the whole! This was a cool entry.

This was super cool! The style, animation, and UI are all top-notch, and the mechanic is super clever. Are the levels (after the third one) randomly generated? Would love to see this with some hand-crafted levels, but procedural levels still work well here. Just gets old a little faster that way. Amazing work either way, though!

I got stuck in level three(?) when the gravity switches on you, but this was a really cool concept. I found it a little disorienting, though, between the intense distortion on the mirror world and constant flipping of the level. My suggestion for that would be to not flip the level when you hit space - maybe just have an active player indicator of some sort. Still, this was a really clever idea and it was fun to play. Nice work!

This was super tricky! I feel like there's a lot you can do with this idea. I ran into a couple small issues when playing, however. The first is that the player often enters a fail-state before they actually perform the action. The second is that I was unaware that you can't assign an action to more than one eye, which made it really frustrating to figure out the first level. I think that's just a matter of UI and tutorializing, though. Overall this was a super clever and well presented entry. Nice work!

This was a fun idea for a platformer but I found myself frequently frustrated by the controls. As others have mentioned, I would love to see an active player indicator here. You could also maybe de-activate a player once they're at the exit so you don't have to keep buying time by moving them slightly. Outside of that, though, the presentation was pretty solid and I didn't encounter any issues with the game. Nice work!

There's not much new to say here, I think, but I'll echo what others have said about needing some more challenge and content. Still, I think the gameplay that was there felt pretty good. I also would have liked to see some sound effects, even if background music wasn't on the table. Outside of that, though, I had fun trying to beat my best time. Nice work!

This was really cool! I seem to remember sandbox toys like this at the public library when I was a kid - this is such an imaginative take on that sort of thing that's really only possible in a video game. The environments were well crafted (loved the destructible objects) and the puzzles were simple but still provided some resistance. I will say, however, that it took me a little while to realize I wasn't moving the blue preview orb, but rather the blue magnet. That's probably just down to UI fussiness, though. Great work!

Yeah, we've heard that from a few people now and I think it's definitely going to be implemented if we make a post-jam version of this. As-is sometimes you just have to cut your losses and leave them behind, but that sort of runs opposite to the goal of the game. Definitely a little frustrating. Thanks for playing, though! Glad to hear you enjoyed it!

Hey, thanks for playing! It was a bit close getting all of those duckling types in, so I'm glad to hear they paid off.

This was really cool! I love the progression here - it felt really natural. Figuring out how to lasso unwilling targets took a little trial and error, but it was fun to figure out. The art was great, too. I think my only criticism is that the first mission felt a little repetitive because of all the backtracking, but it got much more interesting when the targets started fighting back a bit. Great work!

This was pretty neat! Once I got the interactions it was pretty simple, though I definitely lost some friends by misfires. I'm not 100% sure how the aiming works for your linked ghosts, but I was able to mess with it a bit to get it working most of the time. Overall this was a really unique entry. Nice work!

Hah, happy to hear the Untitled Goose Game inspiration came through! It was on our minds at least a little bit while we were building this. Good call on the counter - that's something I wish we'd had time for. Thanks for playing, and I'm glad you liked it!

This was really interesting! The platforming felt great and the mechanics were really well explored. There's probably more you could do with it, even. I'd love to see some more levels. Also, there were some sneaky spikes in level 5 that I think might have been unintentional but outside of that this felt really solid. Great work!

This was a fun take on the theme! I sort of wish there was a way to recover and speed back up when you get slowed down by the helicopter tiles, but outside of that this was a well-polished entry. Nice work!