I've seen this idea a few times in other entries, but so far this is the best execution. I was able to pick up on the controls almost immediately and the level design was fantastic.
The audio and art style weren't bad, but didn't knock it out of the park. That's my only real criticism and it can be forgiven for a game jam.
If you wanted to make this a full title, maybe add a story inspired by Alice in Wonderland? That scene where she needs to get small to enter Wonderland might work.
nabladeveloper
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This feels similar to RAGDOLF from last year's jam but with the twist being you have a time limit and you need to hit enemies.
The art and audio is good.
Launching yourself with your hammer didn't feel responsive. I would like a better way to control my direction and velocity.
I don't like how you have overlapped input for attacking, swinging, and launching your character. Often I would try to launch myself over a gap, but hold the mouse button slightly too long and end up doing a hammer multi-attack instead. One button for launch would be ideal. Remove the hold down mechanic completely if you want the player to focus on swinging the hammer to jump.
I was a bit confused when the game loaded into a black room and I couldn't read the text because it was outside of the screen.
I eventually realized you have to maximize the game to see the instructions, and you need to scale up the lamp so everything isn't dark.
It might have been better to start with a level that is already lit up so new players don't think the game is bugged.
The scaling mechanic is cool. I have seen it a few times already though.
The UI is a bit basic, which is fine for a prototype, but it could use some love.
Great art. Absolutely fantastic job with the art.
The tutorial had great pacing, that's pretty rare.
I was confused how the fishing worked, and I failed the game in the tutorial. Is it like animal crossing fishing? Did I miss a visual clue somewhere?
Combing a shop game with a fishing game is a good design, I could see it being fleshed out to include other types of armor and maybe weapons.
I don't hear any audio. I think some basic audio and music would really make this pop.
I like a monster training games, I was excited for a bug training game. Sadly this didn't have the depth you would expect from a training game. Do the bugs have stats? How do you know they will evolve?
I think at first, the voice was funny, but it really felt out of place after a while.
The game would benefit from sticking to both a visual and color theme.
The music didn't fit what was happening on screen.
I see someone else used unreal. A bit annoying that it doesn't support html5 right?
Have to give this 5 points for style. Absolutely fantastic menu UI, game looks great. Outside of some inconsistent style for the humans I consider the art to be finished game quality.
I like how this is similar to katamari damacy. I think the mechanics could use some fine tuning to increase enjoyment. Some better feedback for when you can and can't eat would be great. When I started I didn't realize there was a cooldown timer for eating and was trying to figure out if I needed to hold down the eat button or rapidly click it to eat. Maybe just remove the cooldown altogether?
The constant burping was fine at first, but it quickly started to gross me out. Maybe replace the eating sound with a little success ping or jingle?
I would also like some better visual feedback when you take damage. I would often fade to black and not understand why. Maybe just remove the damage mechanic altogether as well, the eating mechanic works fine on its own. Maybe you can use a timer like katamari damacy does to motivate the player to quickly eat and grow?
The snakelike body is cool, but it felt punishing rather than rewarding to grow the dog.
Encountered a few bugs where I was able to launch enemies out of the game by sorta meshing into them.
Fantastic work, I could see a lot of streamers enjoying this if you give it some polish and dial in the game design. I strongly recommend turning this game into a full product. I would really like to see other breeds of dogs, and maybe other animals, as my character.
Pretty good! I really enjoyed all the different ways scaling up and scaling down was used to solve puzzles.
I did run into quite a few bugs early on when I tried to collect the little measurement pieces. The elevator would not work no matter my scale, and I was able to scale up inside the small tunnel which causes my character to rapidly die and return to the start of the level.
Outside of the bugs this was great! I could see this mechanic making for a really fun platformer.
Hey there! Always nice to see someone new giving game dev a try.
Some things I noticed:
You have a typo in your page description. The game seems to use WASD to move, not ZQSD.
You have some typos in your intro cutscene.
You have some typos in your game jam submission page.
Your art assets are pixel art, but they don't have the same style. This is a bit jarring.
The intro cutscene zooms in and out a lot, Might be better to use one, maybe two zooms.
The intro cutscene quickly swaps between music. Might be better to stick with a single score for the cutscene.
You used the word Scale in built to scale as a noun. Clever!
The music was deafening. I restarted the game and used your options menu to decrease it to the minimum but it was still pretty loud.
You throw a ton of text at the player to start. You would be surprised what players can figure out, perhaps try and let them experiment a bit before hitting them with all that info.
The mechanics are pretty clever. In these types of games a good strategy is to create a ton of units at once to overwhelm your opponent but in this system players have to be a little more selective with their units.
There are a few typos in your tutorial text.
The camera needs some improvement, especially when transitioning between shoot mode and fly mode.
I'm impressed you created a full 3D flying shooter in the time we were given, The shooting works and the laser mode was fun.
I had fun with flying.
I like the graphics. A little bit of contrast might help to have your character stand out from the environment.
Music got a little repetitive.
I don't feel like this game has any new mechanics, and the mechanics it does have don't feel like a great fit for the theme.
I like the pixel graphics, but the lack of contrast made it a little difficult to see. Everything just looked like a brown smudge.
The robots didn't seem to fit in with the rest of the game. I know you were going for a WALL-E type of setting, but the robots didn't match the art style of everything else.
I was pretty confused what the turret was when I started. I thought it was some sort of fire hydrant.
I like the music!
The artifact system is cool and would be great for a larger game to explore the story of the world. In this demo it didn't add to the gameplay.
The game moves a little too fast. I was able to slam down 30+ robots in less than a minute. For an atmospheric apocalypse game with cool artifacts to find, I would prefer a slower pace.
There's a bug where if you are placing a build when you find an artifact your mouse cursor will disappear, making it so you can't play anymore.
Overall: There's a good idea here but the execution needs improvement.
Visited because you said you made an autobattler.
This has a lot more strategy and thinking than mine, and I enjoyed it a lot. Once I figured out how to properly allocate my army, I was able to get a swift victory. I could see this being an interesting multiplayer/competitive game.
Where the game struggles is presentation. A huge amount of text at the start was hard to understand. I think the tooltip about being able to move dice between trays was far more informative than the entire text wall at the start.
The sounds were ok, but I didn't like the "Ow" sound.
The music was good, but could be improved.
Rather than rolling for army cards, I think I would prefer a traditional deck mechanic. You place which cards you want into the deck, and use the same auto battler system
The powers system also felt underpowered. I usually just stacked 4 dice into the army tray.
I wish I didn't have to move the dice to the trays I wanted after every turn.
Excellent base gameplay, but could use some polish in the sound and tutorial department.
I've seen the dice face swap roguelike a few times. It is a fun concept. You did a great job with it here, as you keep the tutorials to a minimum and immediately have the player experiment with the system.
No issues with this mechanic. It fits the theme and is very fun. I urge you to check out Roll for Royalty, which used an almost identical system (but struggled with presentation). It used some cool effects that could be implemented in your face swap, like burn, and extra coins.
The rolling for movement system is cool, but I feel it takes away from the general strategy. Just the face swap mechanic by itself would be fine.
Music, sounds, and art all are great.
I did encounter a bug where if you quickly mash space after rolling the number de, you will jump again and reroll both dice. It will then lock the game. (Seems everyone has reported this already. Sorry)
I made a similar battler. I like seeing where others took the idea.
This game has similar issues, where the randomness of the dice can really mess you up early on. I did like options. Grub, talk, etc. I was hoping a perfect 6 on talk would instantly win the battle. Unfortunately all it did was lower defenses so it felt underpowered.
I felt the dice mechanic was a bit underdeveloped. You could completely replace it with any other rng and the game would feel the same.
The game looks good and sounds good. Good marks on presentation.
Game looks great. The music is good, and the sounds are passing.
I got durability upgrades a lot, and a "Null" upgrade. not sure what they did. Delivering packages didn't seem to need the upgrades at all.
The rng number of packages at the start felt like it was tacked on to make the game fit the theme.
Overall: The art stood out. Everything else was just good.
There were a lot of bugs immediately. Resolution errors. Music and sound glitches.
I found myself accidentally skipping a lot of dialogue because nothing was happening after a roll. If you sit there and wait, nothing happens.
The dialogue seems funny, but due to the skipping thing, I only got to read parts of it.
As someone that always chooses nice options in these types of games, it was refreshing to be forced to be mean.
I've seen the face swap mechanic a few times, but so far this game does it best.
A nuclear throne style top down shooter. I've seen some games that reroll the dice when you dodge/roll so you could possibly implement that as well.
Not much to say that hasn't already been said. This game is a handful of QoL tweaks from being a full commercial title. Gameplay is juicy, sounds are great, and mechanics work well without needing a bunch of explanation.
Pick up and play. Only downside is this isn't playable in browser.
Very good. Baba is you style art. Sound, music, art all professional.
The mechanics are easy to understand and quick to implement. You don't need to think too hard while playing but there is a basic level of strategy. You will need to think ahead and decide if you really need to block all the damage. This is impressive for a game jam.
Fits the theme, does something unique, and does it well. I could see this being a much larger game.
Great job.
Roll the dice to determine the minigame which determines if you hit or miss.
The presentation looks great. Good music. The sounds are good, but I can see room for improvement.
It feels like the dice rolls are not all that important for gameplay. You could remove the roll mechanic entirely, and just give us a random game to play.
Great aesthetics. The music is funky.
The game took a long time to load. Then it crashed when I clicked rolling out.
When I clicked rolling in, it seems to be an isometric infinite runner but you randomly get different buffs.
It can be difficult determining if I will make a jump from this camera angle.
You are rolling a die, and getting random buffs from the die, but I don't feel like this mechanic benefits the game in any meaningful way.
Music, Sound, and Art all are professional.
Didn't really enjoy the gameplay all that much. I ended up spending several turns wandering in a circle around the ladder because I could not roll the dice I needed.
Seen this gameplay in a few other titles. I think Rogue Dice by Carson_23 (even has the same name as yours) slightly improves on the formula by not forcing you in one direction.
Overall, great presentation but I disliked the mechanics.
There is a lot here. The game looks good. The sounds are great. The music is fine.
You start with A LOT of tutorial. You can gut almost all of it. The dice face swapping mechanic is fairly easy to understand.
You don't need to introduce us by bringing us into the game with some weird backstory. Just plop us down and explain what to click.
The location/map thing is not necessary. Just go from enemy, to shop, to enemy.
This game is fun. It uses the theme well and I found myself playing for much longer than the other game jams. If you trim the fat you would have a real gem here.