This is the fairy tale: an account created 9 days ago with little to no activity, and absolutely no association to a game submission. Then all fo the sudden 7 hours before the voting deadline, leaves unconstructive, distasteful negative comments. You are free to do what you want, I didn't stop you from posting comments. But I find the above conjunctures highly suspicious. I don't know what to think of your purpose. And why does it bother you then that I am highlighting these very specific, but public details about your activity on this GameJam? A bit strange that it's okay for you to leave negative comments about someone elses work, but when it comes to you, you get defensive.
P3u
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And I post what I see based on your comment history, activity and on your account's unaffiliation with any game posted in a jam. As you are free to express your "opinions", strangely, only in the last 7hours of the voting period, on people's games, I guess I am also free to express verifiable observations.
Hello Gatlink, You can check the description for a walkthrough video. Anyway here is the link:
Level 3 is already hard ^^'. The idea behind it is that the dice on the left is easier to place on the right tile, and the dice on the right, after jiggling a bit with it's position, should stamp the tile on the left side of the screen. Levels 4,5 & 6 are even worse.
Hello PepperBoi! Thank you so much for your review! It was a delight to read! I thought initially that not a lot of people will go the way of this kind of puzzle, but it seems I was sooo wrong :-). I completely agree with you about the controls when the camera turns. I wanted to implement that, but I ran out of time.
But please tell me more about the bug on level 5. I am not 100% sure I understand, do you mean the tile with the 3 dots, did not activate (turn red), or it didn't fall like the others (this tile is not supposed to fall, as it doesn't have a crack drawn on it) ?
Really nice and relaxing game! I have to say the concept is very clever and yet so simple, and I don't think there are any other submissions with a remotely similar idea. The presentation and music are gorgeous. And congrats for the amazing luck of getting your game played by Mark himself! That in my books is a major win!
I tremendously appreciate and love the idea to simulate a fight via a boardgame just like this! Amazing! The fighting is quite nice and I think it really simulates a real fight. One thing got on my nerves a little bit is that my plans to move were easily shattered. I am wondering if maybe it would be good to give some form of incentive for the ones who move, or simply for moving to engage battle. I was reasoning like this: Let's assume I am 1 block away from my enemy, and that the enemy will not move. If I move one tile away(so being 2 blocks away -> optimal position), I will lose one attack because I used it to move. If I stay where I am, I lose one attack because I am just 1 block away, so there's no point in moving (well maybe to have a better chance in the next turn, but no advantage in the moment). Maybe it would be great to give on extra point in attack if positioned 2 blocks away. This could make things more interesting I believe, but I don't know it's just a suggestion. Regardless, what I feel is really nice, is when you are in close range it's almost like a dancing game of bluff ("Will I move, will I stay, who knows?"). Really I am so glad I stumbled on your game! Best of luck and I hope you continue this project after the jam!
I am very susceptible to jumpscares, therefore I peed my pants a little the first time the die rolled :-)))) and a little bit the second time... and third :-). The concept is nice, and I can see it being pushed a lot further after the jam ends (maybe implementing dodgerolling, having enemies that shoot at you , something more akin to Enter the Gungeon) . Graphics are simplistic, but the most important thing is the core of the game! All in all, this is a very nice entertaining submission for this jam.
Hello thank you for playing my game! The "unforgiveness" of those falling tiles is intentional and part of the puzzle, because if you get them wrong, it's game over. Because of the short duration of the jam, for the last 2 levels I wanted to unravel the full potential of the puzzles, hence the sudden increase in difficulty. There is a video walkthrough in the description, in case you get curious about the solution. Thanks for the review and take care!
The concept is good and I found the music really great! The graphics are really well polished and I think the crab Nabbit to be incredibly cute! I really enjoyed the game. The only thing I struggled with is knowing when the blue face was upwards, as the claws were covering it and I am a bit colorblind. It would have been great if the contrast was reversed on these faces(white dots on blue face) or if maybe a sound or particle effects would play. Cool submission!
Indeed our game is quite similar! I really loved the art, animations and the story! The puzzles are real solid and a real joy to play! Seeing Gnargle twerk was real eye candy :-). For people who don't really know their dice, it would have been cool to have the option to preview the other sides of the die, but I guess this is part of the challenge! It is a lovely game about constipation... oh I mean "Roll of the dice" :-) Really awesome work!
Hello Shahman, Thank you so much for your review and for the suggestions! I agree the controls need some improvement, especially when rotating the camera. This was on my todo list, but unfortunately I ran out of time to implement it. Regarding the visual queues for when the tiles are matched or they fall, what do you suggest? They turn red and there are particle effects to show that matching was done. The falling tiles have a crack on them, but maybe it's not visible enough? Thanks, in advance!
actually both seem to be a good idea, and can help the player strategize differently. Initially I would have thought showing the dice roll would be the best, but indicating the direction is a really nice idea too. Maybe the dice roll fits better visually. Maybe the enemies can preview two dice rolls at the same time, and you need to guess between the two and strategize? This way you get a little output randomness that could be fun? But I cannot say which one is the most cool. Best would be to playtest it :-)
The concept is great and original! I managed to finish the game, ("Or did I?" :-)). Rolling the dice is all about input randomness (see Marks Video on Randomness) and I think that is great! The enemies I was not sure if at some points they were following me maliciously. Maybe you could explore these concepts further: you could show the path the enemies will take, or at least their range, or the fact that they'll start following you. It could make the game more strategic this way. I died a number of times caught by the enemy, but I wasn't sure if it's just bad luck, or that I was to blame. This is more of output randomness and players usually don't respond well to it, especially since it can "brutally" finish the game. Arrgh I digress...:-) I really enjoyed playing the game and reaching it's end! It felt good!
This was an amazing game, super polished, super cute game! I liked it so much that I had to explore all the map! Gosh those sheep are lovely "Sheep are not cheap" lol :-). The puzzles were so enjoyable, the dialogue was so well written and funny! This was a lot of work to pull off in 48 hours so congratulations! If you have additional time to work on it after the jam, I noticed a few minor things, when you walk again in the "rooms" where you found a die, you find it again (I was expecting the room to be empty) As well at the last room where you fight the black girl, you have the option to go Left afterwards, even though on the map there is no left (and it takes you on step back and one step left).
I love OnePiece, so the thumbnail got to me instantly! The game is cool! The sword is by far my favourite weapon. The general concept is really really great, but I think you lacked time in order to polish the game (implement some cool animations, healthbar, particles, scoreboard). I have to say I haven't yet met any other submissions with your idea.
Man, I can see how your team had a total blast making this game during the jam, your itch.io description is hilarious and I feel bad for you copy of unity :-) and the thumbnail, I really love it!
Amazing entry! I think everyone agrees that the Graphics, Music, Visual & Sound FX are off the charts. Like the level of detail is crazy, it even features the backgroud noise of a busy Sushi spot. Like really, how was this done in merely 48 hours is beyond my mortal comprehension, so congratulations for the hard work! And to put salt on the wound, the idea is original and the gameplay is quite fun and challenging! Hope to see it in the top at the weeks end!
This is part of those original ideas, that I would have never thought about! Really nice mechanic that fits the theme so well! The music and graphics really remind me of old school games I used to play as a kid, but it can feel outdated a bit. I think that animations or a more smooth movement could have added a lot to the juice and render the combat even more enjoyable!
These conversations are better than the ones I'm having lol . I will note some down for future reference :-) Anywhi, really nice concept! I really think experience games are part of a vast unexplored territory, so it was cool to encounter such a game! Lovely graphics, music sound and these silly conversations are so delightful!!!