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Noël Widmer

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A member registered Apr 20, 2020 · View creator page →

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Thank you for your reply and the insights! Time was also an issue for us. It's a really tight schedule :)

I managed in 37 rolls. but it also took me a couple rolls to even understand how this works. But I really liked the idea. Reminds me of cookie clicker :)

Let me know once updated and I will come back to try again! :)

Nice concept! I didn't use the drift because the button setup with shift and control was a bit unnatural to me. Maybe it's just my console hands :P I am also not sure why a higher roll gives more applause. Wouldn't a lower roll (and an overall lower score) be the better result and therefore rolling a 1 would be optimal? I liked the entry. Good job!

Great art and sound! The picture was really appealing which is why I played all levels :) I would categorize this as a puzzler and from a design perspective there are therefore a few things I would have changed. 1) you can run around the map anyhow you want and as a result collecting the sides is just a chore that I did at the beginning of each level. I am nut even sure what they are for to be honest. It felt disconnected from the puzzle idea because it had nothing to do with the puzzle itself. Or at least I didn't notice their effect. I would have just removed the sides collection mechanic. Or made it more obvious what they were for. 2) there were not enough consequences in my opinion. I usually just ran around the map until my cube was correctly configured. If a wrong move would prevent me from finishing somehow I would have needed to think more about what I was doing. Here is a an example from the jam that did this better in my opinion (it's not my game): https://itch.io/jam/gmtk-jam-2022/rate/1622626 3) I am also unsure why the cube has 2 valid "solution sides". That just seems like you wanted to make the puzzle simpler to solve. Maybe you could have added something like a "bad side" opposite of the "solution side" and you were not allowed to put the bad side on specific "bad tiles". 

Overall I liked the basic idea. The presentation is great. I would have preferred it to be much harder though :) But maybe I just like puzzle games too much :D

Oh damn. I just ended up memorizing the cube configuration (which is hard) and figuring out the numbers on the side myself. I though the projections were buggy. Good to know though :) Makes sense now!

Not too sure if I understand the mechanics. The tutorial was not very helpful because I just went to the right without thinking about it. Then on the boss levels I always just collected the orange things until the boss died. I think the point would be to do some math with numbers? Maybe reducing the spawn rate of the orange healing thingies would force the player into actually playing by the rules rather than going for infinite health :) 

Are the projected cube sides sometimes wrong? On level 5 or 6 (the one with the long conveyor belt with 7 fields). There I have a two on the right side of my cube but it shows me the projection of a 5 on the right. My 5 is on the left side of the cube where the projection is a 2. Maybe I was just confused :D Great idea overall. I would have also done a puzzler similar to this if I would have done the jam alone. Great stuff. Really like it! Especially after level 5 :)

Thank you for your kind words. Indeed, more moves would be good! We had a lot more planned, but 48h is just not that much ;)

Nice thanks :) If you let itch know that this is an LD game (which you did) then there is an input field where you can link to your LD submission. But it seems that you have inserted an itch link rather than the LD link. That's why I had to ask :)

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Could you send me the link to your ludum dare submission? The one pointing to ldjam.com. I can't find it anymore and would like to rate your game :)