Cool concept, the dice modifiers kept it fresh and the levels were all pretty interesting. I'd say the platforming mechanics (especially the jump arch) and the camera could use some fine-tuning to make things a little more smooth, but overall not bad.
Tristan Mansfield
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I think the gravity level was the best of the bunch, really well thought out. The enhanced movement was cool, but the platforming was made a bit difficult by how quickly you would move and how hard it was to land on those tiny platforms sometimes. For the black hole and invisible floor levels, I think the idea was cool but there was nothing stopping you from just waiting for the cool down timer to end before continuing, so it just ended up being a platformer where you have to pause every few seconds. I think a level like that needs some kind of hazard or bad guys to chase you so you can't get too comfy and have to look ahead and attempt to navigate without information for awhile. The little tutorial rooms were also a nice touch and I liked the music a lot.
That was a fun little twin-stick shooter. I liked how all of the different stats mattered and there was a trade-off between which ones to spend your rolls on. I was dumping everything in damage, but then those super fast ones showed up and I had to adjust my strategy. Some other commenters have mentioned this, but I think a little more feedback in the UI and game elements would've made the whole thing feel a lot nicer. Like, knowing when I'm hit, when I hit an enemy, that sort of thing.
The T-posing zombies actually made it even scarier, I had a horde of like 500 of them suddenly overwhelm me and it was amazing. This was simple but fun! Would've been cool to get some new ways to shoot, like a spread shot or something (unless that was in there and I just got really unlucky with my rolls).
That was really fun, and I loved that there was a boss at the end (always impressed by that in a jam game). I think I was a little confused about the modifiers, but I was able to figure it out via experimentation most of the time. I liked the little musical touches as well, like the reactive string sounds and the half notes splitting into two quarter notes on death. Good job!
I thought the code level was really neat, and the pixel art was nice. Couldn't seem to get home after doing the same two levels several times, but it was a fun little platformer. Some advice: the enemies were very deadly and took too many hits to kill I feel, and I just ended up always jumping over them. I think you should either make the enemies die in one or two hits, or have them drop something nice to make it worth killing them (like some HP, if this game had a health bar).
That was really fun! I ended up going back for a few runs to see how powerful I could get. The concept of trading off small upgrades for a randomized permanent one was a really interesting take on the theme. One suggestion I might have is to have the enemies with projectiles telegraph their attack with a short animation first, instead of it just appearing out of it suddenly. Gives a little more time for reaction.
Neat game, reminded me of Gauntlet. The 3D models for the goblins looked really good, and it was fun to explore the tabletop. Could use some fine-tuning to get the feel right (the d20 bomb in particular felt pretty unresponsive) and I was hoping a big boss monster or something would appear, but otherwise it was pretty cool!
The game looks and plays nice, I think I just wish there was more decision-making when it came to the combat, since it kind of just plays itself. Maybe rolling multiple options and getting to pick one? Or in multi-enemy combats, getting different types of attacks or spells you can apply to the different enemies?
I love Enter the Gungeon, so when I saw this was inspired by that I was excited to give it a try. I thought the dice concept was a pretty neat way to mix up the formula of a twin-stick shooter, and it was a lot of fun!
If I had to give some criticism, I would say that I didn't always feel the "dice" aspect of the game while actually playing (partly because it was very fast-paced, which made it exciting). Maybe if you could see which dice are next on-deck, and the different sides have different effects when they strike an enemy, it could make for some interesting strategizing. Just some food for thought!
I really enjoyed this game! It was a very interesting spin on the "roll a dice on tiles" idea that many others (including myself) had. Controls were smooth and the music was nice. Only suggestion I would have would be to provide more info about how the gates work. I thought my game soft locked when I picked up more pips that I needed for a gate, luckily I tried again and figured it out.
Cool idea to use the theme to drive the narrative rather than gameplay (even so, you could argue that you were never even in control of your character either). The GMS 3D graphics are one of the coolest visual things I've seen this jam. Is there a write-up somewhere on how to achieve that? I'd love to see how that's implemented!
Some hot tips based on feedback:
- The force push and grab are most effective when charged all the way. You can hold the click down to keep the charge as long as you need.
- You can use the force push to temporarily stun the king.
- You only lose if the king sees the Blugger, not if he sees you.
- If you grab the Blugger, clicking again will throw it forward. It also breaks out if you hold it for more than 5 seconds.
This was genuinely pretty spooky, those enemies really come on fast when you're asleep. Maybe when you're awake, you could get a chance to set up defenses of some kind to help during the sleepy periods (obstacles enemies must move around, things that kill an enemy that runs into it, etc)? Could really help when it gets more intense.