Very swag. But the duck timer being 20 seconds makes it hard to tell how much I need to squish the duck.
Orange Taste Games
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Hey, you don't have comments enabled and I don't see a lot of other posts about the game so I'm just gonna use this to leave a comment on the game.
This is amazing. One of my favorite games on this site, ever. I could go on and on about how much I love all these little design choices you made but it's just well generated levels and a solid move set to move and climb around with and the powerups are nuts (sticky breath + quick breath kinda lets you make super fast pillars to climb) and it's tons of fun. Thank you for making this.
Thank you! The bar is meant to be a 'combo meter' where you get gems and boost your score, and with a higher multiplier you deal more damage, have a bigger fist and get a higher score per gem collected. The things that chase you should spawn about half way down the level versus the normal enemies. And progression would probably be a good thing too, I just made the game pretty simple for its original jam implementation.
Much appreciated feedback! It's meant to be trippy but yeah, maybe the continuous strange visuals when you're playing a game and need to concentrate on things is a bad thing. I also made it so that if you lose you only get 10% of your score, so that's something not well explained and I see the issue. And making the meter darker would probably fix that issue, one I agree with.
This was so fun, for so many reasons. I liked the introduction cutscene bits to new game stuff, that was cool with the snakes and the gun (about as far as I got). I always love the kinda games with an environment that all matters to what you're doing and the cowboys shooting each other and the grass and all that are so cool. Plus it looks perfect. No delay in
Very swag!
Sticking arrows in still and moving objects were pretty interesting to see, very fun to climb up walls! The retro tv effect was super cool too, didn't expect to see that. The game doesn't load in on correctly adjusted settings on my computer though, like you can see the edges of the game engine in=browser.
I can't say I felt like I was in full control all the time. There were a few annoyances like rapid dashing into a ghost you couldn't see, or having to rerun levels to understand when to wait for a ghost placed to catch you if you run straight, and the dice theme itself felt like "ah man, I got a x2, I don't think it's worth trying"
But it was engaging, having to learn the levels, and the theme of "dread" was present in the ghosts forcing you to run fast.
Absolute joy to run through with the different enemies and their increasing number and speed. Simple random levels with interesting enemies and the meaningful bonus of a map you could find. Actually fun to play and a personal favorite!
I do think that, because it eventually gets to a point where you cannot avoid damage (like, level 15 enemies and higher sometimes seem like inevitable damage), having an end goal or boss or something MIGHT be cool... but then again random dice rolls make every situation a possible win and race against your luck.
I thought the complex ways you used the dice rolls made what dice you picked pretty flavorful. Stocking up on certain dice let me play different ways, like healing through damage or getting double resources with mostly bone dice. I do think the fact that everything resets after each battle makes the game more of "just roll until you get the resources to win", unless you're calculating all the tiny differences in odds with the dice and reckless rolls and all that. I think if, for example, health persisted, you would sometimes have the question of "do I defeat it or do I roll to get more blood and heal?" or something like that would be neat.
I love the game, great use of die! But I do think that, with the purple slime, you're very aware that there is a limited amount of time to properly orient yourself. I found that there were only a limited number of ways to roll with the slime timer, and that you could randomly test a few ideas. I did have to think through many of the puzzles though, especially the one where you circle around and need to land on a six. The sound effects were awesome too - right off the bat just clicking around felt awesome, as simple as it was.