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NoirRogue

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A member registered Mar 07, 2022 · View creator page →

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From the creators of Deterministic Risk comes Probabalistic Chess, an unsparing assessment of free will and the ultimate helplessness of man against the cosmic dice. I'll be anticipating the sequel, Apathetic Checkers, wherein every movement has an astronomically low chance of being carried out on account of the protagonist's crippling detachment from the absurdities of life.

Out of all the die rolling games I've played in this jam (a genre I'm guilty of contributing to), this has got to be the most creative. The panels that send you back a tile depending on your current number feel really cool to me and genuinely seem to affect the gameplay in meaningful ways to the point where playing this didn't feel like I was  tapping into the same skillset I use for all the other similar games (mine included). 

If I have one criticism, it would be that, for whatever reason, I can't seem to visualise which sides of the die are where as well with this game. Maybe it's got to do with the roll animation feeling a little jittery. Of course you counteract that with the number display so it doesn't really make too big of a difference, but it would be nice to intuitively know what's coming up. Pretty minor criticism though, great game!

With the levels thing, I actually did try to have one level slightly darker than the other, but it didn't seem to help much for me. The elevator lines idea sounds fantastic for that. Love the idea of blocks that require a certain number to be up to be pushed too. Definitely something we'd implement if we worked on this again. And I do agree in hindsight that a lot of the later levels were way larger than they needed to be. Definitely added to the confusion (matter of fact, level 14 was designed to be an annoyingly big level just because I couldn't come up with any ideas).

Absolutely wonderful idea. The gameplay reminds me a bit of something like crypt of the necrodancer, what with everyone moving at the same time and having to carefuly position yourself such that you lure enemies right where you want them. The die mechanic really sets it apart from that to me, though.

Something I noticed though that I don't think was intentional was that you could stall to let an enemy approach you by walking into a wall. If this is intentional, I'd add a stall button as a feature in general or maybe design the levels around having certain "stalling points" that take some strategic thinking to get to.

That's more for if you decide to expand this into a full game though, which I really would love to see. As some others have mentioned, this game is simple with the things it does, but it does them incredibly well.

Really fun game with a wonderful atmosphere. The music as well really brought everything together for me. One thing I'd do though is tweak the RNG such that you don't wind up in a loop of not being able to move. I remember getting no moves for a solid 5 or 6 turns in a row while that enemy with the 3 square hit range was attacking me and being completely helpless until I died.

I got an 84

Absolutely gorgeous game. I'd change the jump/speed modifiers though. I think they don't change enough in terms of what the player can actually do, while also severely hampering game feel.

Cool sunglasses B-)

Really charming game with a nice sense of humour. The gameplay was surprisingly fun (which I wouldn't expect from a turn-based game made in a game jam) and the music really evoked a lot of those oldschool JRPG vibes that I love so much.

The art is gorgeous, and, along with the sound effects, lends the game this super mysterious feel that works wonders in a puzzle game. Totally got stumped on one of the levels there, too.

I beat myself at this. Very cool, very fresh.

Absolute masterpiece. Thanks for making this!