Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

North Lab

9
Posts
20
Followers
5
Following
A member registered Dec 05, 2017 · View creator page →

Creator of

Recent community posts

(1 edit)

Немного не успел к концу джема в сабмит версии добавить звуки, вот пост-джем версия со звуками
https://drive.google.com/drive/folders/1jyuvOW3Iz_99IUAyjHSptv8lUjAYbliW?usp=sha...

I apologize for my English

The game was passed, I enjoyed it and the visual style is nice.
Thoughts I caught myself during the game:

1) The pure random mechanics could be tied to reaction, which would leave the player's assessment of his skill. That is, I now realize that almost nothing depends on me and can only pray to the gods of random, so as not to lose

2) The growth of the difficulty curve. After a few unsuccessful attempts I realized that it was easier and easier to pass all the opponents with one die than to roll several dice at once. In conjunction with the ability to roll, the game's difficulty function was linear

3) I would not count the draw as a player, but leave everything unchanged, because even before my roll, if the opponent rolled a number 1, it meant an easy plus 1 to my victory.

As I wrote above, pleasantly stuck for 20 minutes project, good job guys, good luck! 

An interesting exposition of the topic, good work. Played briskly, here's what I noticed separately:

1) Change the layers, so that the slot machines do not block the enemies

2) Disappearance of corpses of enemies after a while

3) Add recharge to the Kalashnikov gun, because I knocked him out with the first roll and further there was no motivation to twist and not to remove his finger from the left button of the mouse

4) From the paragraph above would also add rebalancing weapons, so that the coolest does not fall on the first roll and was gradation by level

5) Add time before spawning enemies after transition to a new level, I have a few races lost during these transitions, not having time to react to the enemy

6) Increase the bonus for increasing the number of lives to give not an empty heart, and immediately filled

7) The location of slot machines I either randomized, or would have placed in opposite corners of the location, to motivate the player to move more in the location.

8) I would give out some kind of reward for the killed boss, in addition to the appearance of the door)

9) Make a points system where for each killed unit some amount would be added

Don't get me wrong, my English isn't the best, I enjoyed the game, and these are more clarifications and details that would keep players even more engaged in your project. Good luck!

For all the simplicity of the graphics and level design, the concept itself is interesting. In my personal opinion, if you make the moves in real time, rather than turn-based, it will add more dynamics and fun, in some situations, the player will provoke a move, and he will not end up making a move, staying with his number. I agree with the previous commenter, that if you add to this more players to control on, for example, "IJKL" or Numpad, and also add conditions on the surface itself, it will come out quite a drive cooperative fan game

проект перекочевал на мобильные платформы и с периодической активностью обновляется

added linux version

We haven't Mac device to build game on it, sorry