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PatateNouille

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A member registered Aug 02, 2019 · View creator page →

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Hi! We posted an update that adds both of these things along a bunch of other improvements, if you want to give the game a proper try. Controller support really makes the game much better to play, I won't be underestimating how valuable it is next time !

Haha, thank you so much ! It was really wholesome, I re-watched that part of the VOD a couple times already. There's nothing quite like pouring everything into crafting an experience and witnessing people enjoying it !

Thank you for the feedback !

I agree on most points, and I'm actively working on improving all of these for a post jam version. Already added controller support, reverse, a jump, and better controls overall which makes most dumb situations where the bike is stuck on the side of or against a wall much easier to recover from without restarting.
I'm still battling with the camera but it's slowly getting there.

I'm wondering if maybe the reason why flipped so much was because of air controls ? If you hold the movement keys in the air it adds pitch/yaw forces. It's helpful to do some tricks or make for a better landing but it's not said anywhere and the forces are low enough it's not super noticeable that's what's causing rotation in the air most of the time.

I will use .zip for future jams ! I didn't expect anyone to not have an archiving software available, lesson learned.

Oh no ! I've searched for a portable version of 7zip and found this one : https://portableapps.com/apps/utilities/7-zip_portable

I've never downloaded from this website before but it is linked from the official 7zip site so I'd deem it trustworthy, not sure how to help otherwise as even if I upload on another file hosting service it'll have to be some archive format since the game has multiple files/folders.

Hope this does it for you!

Took me a while to notice what changed after the first dialogue, but then from there it was smooth sailing.  did retry a few times to see if it was possible to have another ending. Didn't have any of that but that's fine, I like feeding the creation.

Really cool experience !

That's a really solid base ! The parts are really varied and it looks like there are plenty of ways to go about improving your build.

However I think the complete lack of any information about your current build or what's going on in the race makes it a bit hard to really engage with. Sure I've got a part that increases stamina recovery rates and such but I don't really get to know how that affects how the race goes, and what happens during the race is a bit hard to decipher if a slow down happened because of the opponent's gear or if it did for another reason.

I would love to see a post jam build with extra UI :
Stats in the shop + some quick explanation of what each actually does,
And some feedback during the race on the status of each opponent with the stamina/speed, buffs and such, at least a slider to indicate the position on track to see how much you're crushing or getting crushed by.

Still got a grasp of it and absolutely smoked Chris on all stages though haha !

Overall really well polished, impressive !

Yeah both of these would be nice, I wish I had changed the inputs to allow controller.

Did you know you can respawn by holding R ? It's not as pleasing to get unstuck like that but well, any true fix will have to wait 'til the voting ends

This camera is hunting me in my nightmares hahaha. Here I was thinking Cinemachine would do a lot of heavy lifting when it turned out to be an endless tweaking of values to get the least worst camera. Definitely going to redo that when we upload a post jam version !

Thankfully that second level was the last one made and the least polished, it would've been very disappointing if the Cinnamoroll level also got affected.

I totally agree, the game felt at its best when moving unconstrained and just strolling around, so we've been redesigning the second level to be even more open.

Thank you a ton !

Wow thank you, you made my day !

The tutorial could've been a bit more in depth but the concept was really easy to grasp after the first round.

Quite ambitious to go for a deck builder in a jam, respect ! You pulled it off quite well too, there are synergies and different ways to approach the fights and you can end up with a pretty busted setup which is always fun in these sorts of game.

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I'm usually terrible at this style of game but for some reason I didn't struggle mapping the keys to the different lanes, the colors and arrows probably made my brain happy haha.

Succeeded on my first try with a score of 52400 something  !

Apart from what some other people mentioned with the double keys being a tad unfair, the timing for the presses is generous enough in my opinion, and the different speeds are nice way to change up that monotony this kind of gameplay can bring.

I have no idea what was going on during this escape from the apocalypse as, yeah, watching the left part of the screen is simply not doable when you have keys pouring down to press. It looked wild though, that guy sure can cycle at hypersonic speed ! Taking a blind guess here but it might be a case of not using the DeltaTime to make some movement rate independent from the framerate ?

The music was fun too, overall a fun little experience !

Well this is one hell of a difficult game ! For some reason I felt compelled to try again, and again... and.. again... I spent about 2 and a half hour playing : the first 30min just to reach the boss, the rest desperately trying to beat it.

I've never been much of a bullet hell fan where there is so much going on that you have to purely focus on dodging to stay alive and whether the attacks land is mostly luck, unless you get the right power up at the right time.

The boss fight was such a high jump in difficulty curve, I tried over a hundred times but only a few attempts made it past the first few cycles. The attack patterns cover the screen so densely at first it felt absolutely impossible, though with some luck I found a safe spot for the close pattern and thought there might be one for the far one too.

I managed to find one eventually, though it took breaking the game by tabbing out for ~30s during the intro of the boss so it appeared way down to understand why it was so hard to find one : the last shot of the far pattern is aimed directly at the player, so depending on where you are at that time it can make or break the dodgeability.

Anyhow, I found a path that would let me get through both patterns unscathed when well executed, but little did I know this was this easy part.

By that time I had managed to beat the first phase a few times but promptly died to the various Omega Attack Pattern Of Unavoidable Doom the second phase has to offer.

I was starting to realize that the true difficulty of that first phase comes from managing to kill off the goons at exactly the right time that you can finish dodging the patterns before you have to dodge the bike being thrown back at you. For some reason there's extremely little time between the patterns, and once a pattern has started you have to get in position immediately and stop moving as even the tiniest movement almost guarantees getting hit. Adding to the goon dying at the wrong time issue, they don't stop their attack pattern when killed until all shots have been fired, making the already air-tight woven bullet knitting into a vacuum-tight one. On top of that the power ups being completely random throw in an extra layer of unpredictable-ness, which I found usually worked best by avoiding taking power ups altogether. And if that wasn't enough, the goons seem to randomly take damage in a completely untelegraphed way. I am not sure if it was a bug but a goon on the other side of the screen suddenly taking 3 quarter of its health instant and dying at a random point screwed me over many times.

Anyway, if I somehow made it past that phase, I still had to overcome the boss' patterns, which ask for even faster reactions, though there was a sliver of hope as one attack pattern seems to be bugged and doesn't deal any damage.

But getting that concentric fireball circles pattern multiple times in a row would be an RNGesus miracle. The straight line one is manageable if you don't get caught in a bad spot, but the lightning one ? At this point I'm convinced it's impossible to dodge.

Anyway I persisted, I had been going for about an hour and a half when I finally got to the boss again and seemed to have had the aforementioned miracle happen ! I definitely took my revenge on the boss :

I continued trying the fight for a good 30min after that as I was slightly disappointed in how it ended, but never got this lucky again, and I eventually gave up.

Well that was a wall of text ! A few things I wanted to mention :

  • The voice clips are fun the first couple times but they get old very quick
  • The player's hitbox is really unclear, even after all this time I was still confused as to why sometimes I phased through bullets just fine and sometimes I took damage from afar, the bikes especially seem to have very weird collision.
  • You can collide with bullets that have gone out of the screen I'm pretty sure.
  • The cutscenes were really cool, though maybe going a bit fast since they require finding text to read. I wonder what the cutscene after beating the boss looks like.

I didn't realize you could open the map until halfway through my first attempt, thankfully I happened to had gone in the right direction, but misread it on my way back thinking a fence was a road, which ended in a loss not too far from the last delivery. Thankfully I got there in time on my second try, though I wasn't expecting to have to return to Donnovan !

The drawing was a really cool idea, though with how little time there was I didn't really bother and just remembered the rough layout. Maybe a variant on the idea to make it a bigger part of the gameplay could be to have the time to see the map before even starting, but then once you start you only get the minimap and your drawings to get to the destination ?

Like others: yeah the dialogue delay is rough, I always underestimate how important the skip option is too haha.

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Simple and cute ! Similar to others I wish there'd be more contrast between the outline and the background, especially easy to miss on the first round. I also wish the buttons made a sound or had some sort of feedback when you clicked on it, I wasn't always sure I had clicked the right number of times when a button had to be pressed 2 or 3 times in a row.

Anyhow my high-score is 21 :)

Thanks !

It actually doesn't support controller haha, but I agree it could've used some smoothing.

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Hey all, please read before playing :

It seems the second level (the sand one) has had some config issue and the first jump's boosters don't give you enough speed to clear the gap ! D:

You can skip the level by pressing Escape and selecting "Leave level" to continue the journey.

It definitely has room for ramping up the difficulty instead of diving straight into it, I wish I had had time to do more than a single level but those 48 hours just left before I knew it haha.

Haha thanks !
Wasn't gonna be just a normal road, this delivery truck is just bee-lining straight to its destination !

I'm glad you enjoyed it so much !

Thanks !

Yeah it's tough, I believe the way I animated the physics makes the framerate matter in how much damage you take, the lower it is and the higher the damage, which surely didn't help.

Ah well, at least you're not missing out on a lot as there's only a single level, if you've reached the part with the jumps over tall rocks, that's almost everything seen anyway.

Thanks for the review ! :D

Yeah the glue is only useful in some cases where the box is being thrown hard but not too hard, I usually use both glue and pillow to extra minimize the damage taken.

Had I had more time this ability might have been completely different as I feel it is slightly redundant compared to the pillow while being less fun and less effective.

And what ? The box escaped ?!! GTG I have to call the box police, don't worry, we'll catch that pile of cardboard ! 

No but seriously though, I took extra precautions to make the physics supposedly work out even in extreme situations O.o

I'm working on a patch that improves the physics animation playback which results in much less jagged movements, hopefully that was the cause.

Well perfect run if we don't count the one or two hackers I didn't catch ! x)

Enjoyed it I did !

I think for jam puzzle games a steep curve is better than a shy curve that doesn't get hard enough by the time the game ends.

It's perfectly understandable that it wouldn't have the amount of playtesting and polish a normal puzzle game would, so don't worry about that.

Plus it shows what the mechanics can lead to.

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Super fun game !

I used my trustworthy spam-justsu powers in both up and space at once to get more shots out quicker, even though the aliens ended up besting me after a while I feel like I did pretty good :

(PS: the screenshot doesn't appear to load for some reason so here's a link https://imgur.com/a/rtsdg4L)

Now my arm hurts because of all the spamming haha !

It was very fun still and well paced too, with those resting moments and the mass exodus rushes.

There is some luck element involved given that some times the aliens keep spawning at opposite ends or worse spawn aligned, especially with those BBBs (promptly named Big Blue Bois by me right about now), as they take a lot of shots and don't fall fast it was usually hard to catch them when they spawned on top of each other.

I also wonder what happens when shooting while inside an alien, it felt like it didn't make them fall any faster which often allowed a lot to pass.
I don't expect this shield sacrifice to be part of the code but I'm wondering if it was just a feeling or if these shots really did nothing.

Had a smile the whole time so great job anyway !

Wow that was so cozy !

Actually too cozy, I had trouble staying in rhythm because I was just soothed by the vibe and just listened, forgetting how to press the keys on beat in the process haha.

Suffice to say I broke my heart many times, I at least served some sushi rolls in time haha.

Also great pun for the theme interpretation x)

Really cool puzzle game !

It took me a couple levels to understand what swapping character did exactly (as in flip the platform you're on + flip the other character no matter the platform) and even after reaching the end I'm still quite unsure how to properly think about the consequences of a swap to find the solution haha.

Though there still were several levels I completed by using brain power instead of swapping about until it works out :)

I tried cheesing it by reaching both gates with the same character but you properly blocked it.

Great visuals, and the tutorial was good too !

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Interesting take !

The first few rounds were a bit confusing and felt impossible to win, but eventually I started learning the move and fire rate, along with how to use the interface to find people.

The interface especially was the key, I tried using the minimap to teleport around, League of Legends style, but that wasn't working great it always teleported me in the top right corner and since the players aren't visible on the map anyway I didn't know where to teleport to.

But when I tried clicking on the player list at the bottom and that allowed me to more or less find players accurately (it is kinda weird while the player is dead) that already made it a lot easier.

I still had a lot of trouble trying to find all hackers though, between everything that's happening and the subtlety of some of the hacks it felt really hard to notice everything, even the more obvious ones like no-clip, while they are obvious while happening, you still have to catch it in action and that's also not easy.

Something that would've helped would've been directional audio, just being able to find people by hearing where they're shooting from would help getting a clearer picture of what's going on.
It would make it easier to identify higher fire-rate too, because right now you can only base that on the bullet sprites, since you hear even far away players shoot just as loud and unpanned as much as the ones you're looking at.

I think my best score was 3 hackers found and 0 innocent for like 1900 something points.

PS: and much like everyone else said, I completely agree I wished the camera was more zoomed out, as a lot of fights didn't fit in the viewport

That's a fun concept !
Very luck dependent though, as sometimes you get the mice inside a loop and you win, or sometimes you keep spawning at the opposite side giving the snake all the space it needs, and sometimes you spawn right next to it and die immediately.

I feel like being able to see the next few spawn points and in which order you'll get there would steer the design more towards strategy.

You could potentially have the spawn points and the snake be hand placed to turn it into a puzzle game ! And if you don't get the snake by the time the last mice gets eaten then you lose.

Anyhow I liked it, my best was 13 mice, and my worst was like 35 haha.

Thanks !
Yeah animating physics by hand is hard haha.

Thanks !
Didn't have enough time left to make more levels so I thought I'd at least try to make the one I got feel good.

Yeah you're completely right the physics interactions are hard to read, the truck is entirely animated by hand and only updates on the normal tick update, not on the physics tick, I tried doing some interpolation but without writing a proper way to animate directly in the physics update I couldn't get it better.

Let's just say the jaggedness is the difficulty factor to artificially lengthen the level's duration haha :x

Thanks for the review !
Yeah making the physics play nice with the way it's animated was tough, and the result isn't even that great.

For the pillow mode I guess I could add an explanation but it's not meant to make the box fully immune, only lowers the damage. Lack of time there to make a proper tutorial, though I guess making it a full immunity and balancing it with a shorter duration could've worked too.

As for the glue, yeah you're right, I bumped the strength a lot hoping to improve the feeling but it's not quite there yet.
I originally was thinking of having the glue mesh deform and stretch to show what it was attached to, that potentially could make it feel more impactful.
Using it does help to survive in some cases at least.

Fun concept !
We definitely don't get to play as a mimic often enough !

Took me a few tries to understand how to play but I got a hold of it pretty quickly.

I can feel you didn't have enough time but what's there works quite well already.
On the second level I realized pretty early that you could attack as long as you have eaten an item, no matter what the hero wants.
Having the right item means you can bait them more easily, but since they have a pattern you can sneak up to them while they don't look, then camouflage and attack before they leave to their new spot.
Sometimes I would even let myself be seen as a mimic to make them come towards me.

I'm wondering if being able to take the heroes out with the wrong item is intended or a shortcoming of the design maybe ?

Speaking of the second level, it is massive ! O.o
Took me a good 8 minutes to wander through it and find all heroes, thank god I didn't try to get the right items otherwise I would have been there for maybe 20 minutes !
Having the level mostly empty with no idea where to look for the items or the heroes is kinda tough.
I think it would probably play better if you were trapped in a small-ish room with all the heroes patrolling the area tightly, so really have to weave in between the view cones.

View cones which I think are lying ? many times the mages would see me through walls and such, I don't think any other type of hero did, though that may just be a coincidence.

Had fun to play, there's some serious fun potential here ! Wish there was more levels !

The movement is a bit wonky, the horizontal collisions especially, not much of an issue for a jam game but if you were to make a bigger game it would have to be improved, jumping next to a wall can slow you down and reduce the jump height, stuff like that.

Could be interesting to have triggers that change your value, like a +2, and with zones that prevent you from manually changing your value, so you'd have to pick a value to go through multiple gates so that the operations work correctly.

Maybe an idea could be to have levels where you don't control the character but only the value, or vice versa. It's usually hard to mix puzzle and platforming together, as puzzle requires a lot of thinking with not much execution skill and are slow paced, while platforming is usually the opposite, making each type of player like only one or the other, but rarely both at the same time.

Clean game otherwise, the slow-mo while changing the value is sweet and the general look and feel is well done, good job !

Mmh there's some potential but for me it doesn't really play well.

First of all having a web build is nice and all but the huge margins and the lack of fullscreen option is not a great start, had to put my browser at 230% zoom to get a decent size, but well that's a minor issue.

The enemies attacking from far offscreen is quite unfair, oftenly running into bullets that just suddenly come in screen from nowhere. I'd prefer a slightly more zoomed out view or closer range combat, fighting enemies you can't see isn't much practical.

Apart from that I feel like only the machine gun is suitable, the shotgun does some damage but with its spread it's only viable if you have a lot of enemies, and even then the damage is still low, the sniper fires so slowly you can't even kill the enemies faster than they spawn, and the pistol is ok for a few enemies but you quickly get overwhelmed.

The enemies having friendly fire is nice, though that also means a good strategy is to run around the border of the map while enemies group up and shoot themselves, not the most fun way to play though.

About running around, the enemies spawning on your trajectory is quite annoying, it's not just every once in a while it's like, you start moving and a few seconds later you suddenly run into an enemy, turn around and boom another one, and again, and you quickly end up surrounded which then becomes hell to dodge everything.

Pretty cool ! Lots of interesting mechanics !

Got stuck on level 6 unfortunately. This level felt bad as it was basically all down to randomness, you almost have to make at least one coin per turn, spending 4 coins to get a wildcard is extremely expensive and the wildcard is not very useful as the logic that decides what it counts for doesn't always plays in your favor.

I liked best the levels where you could actually manipulate the odds and tailor the board to your needs, rather than the ones where the shop was so expensive you barely get to use it, or the levels with a lot of different numbers.

I think the levels are too short for the player to setup any kind of "grand plan", level 6 in particular has 6 possible values and you're required to either have a chain of 3 pairs or a house to get even a single coin, parity even with the entire board is not worth it. But getting the numbers to line up is very hard, and taking even a couple turns to setup a big play is not good enough to win the level. Not to mention the low chance of the numbers to roll in your favor anyway.

I understand it would be much less of a challenge if there were many more turns, but I do think it'd make the game much more enjoyable. Maybe the objectives could more complex so that even though you have plenty of turns you still need to take control of the board and carefully roll to get your play ready.
Maybe even there could be no turn limit, and retrying to try and get a lower turn count could be a secondary objective along with maximizing the score, like many Zachtronics games do for example.

I also felt like the boards were maybe a bit too small. Often times I would be trying to keep a few doubles or triples around, but that meant I had very little space to play in, and if I got unlucky and rolled no streak of 3 of the same parity and no doubles I would lose the space unless I'm undoing the precious doubles I had, which also means my score and gold gains are going to take a big hit as it will ruin my big play + meaning I have to spend even more turns trying to get them back, which often times isn't an option to win in time.

Gotta say however that the graphics, sounds, feedbacks and general polish of the game is top tier, very impressive job on that !
The game design isn't far behind, just some quirks that I feel could be improved upon.

it's multiple *different* pairs of numbers, and you have multiple pairs of 2s and 3s.
But I agree the wording is subtle and is easy to miss

Written as I watch the devlog :

Seeing in the video the doors are supposed to close once the buttons are not pressed anymore, that was not happening, would probably have made a couple puzzle slightly trickier

The charged throw I had no idea was a think, a normal throw got the dice across, and this mechanic would have helped me cheese the final magnetic level, sad I did not find it

I also used the sentience ability mostly as a jump boost rather than to make the dice move to a button

The first time the turret can attack the player, I was running by picking up the dice and immediately throwing it again and crossed the room before the turret started firing, found it weird so I went back and waited a few sec for it to actually fire, which gave me time to re roll for the voiceline, but did not end up using the sentient decoy at any point

Cleared the first teleportation room the same way as the first sentience room, using the sentience as a jump boost and crossed the hole in the wall myself, even catching the dice mid air

I actually solved you favorite level by using the sentient ability too, but never got underneath the glass, I rolled it from above and the dice went through it, and as the buttons never released for me I could just immediately pick it up and continue on

Solved the first magnetism level by falling down the pit and throwing the dice with teleport on high enough for me to just walk out on the exit side,
the second one I simply threw the cube up to the ceiling, again I suppose the button was supposed to turn off once the dice fell off but yeah, it didn't

Finally, changing the dice recall to be a teleport might bring confusion in the level with the blue wall and two pressure plates, as it made sense you were not able to simply recall the dice from the other side as it would move toward you and hit the blue wall, but if it teleports it now makes this level extremely easy (well, not that it was hard as I did exactly that but instead of recalling the dice through the blue wall I did it through the door which worked very nicely)

Would be happy to see a revisited version with more polish, could definitely be a fun experience !

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Had a lot of fun completing this game !

The "narrator voiceline" power is definitely making the experience much better, but it being a manually triggered action meant I often forgot to roll the dice on the yellow face, most times I remembered before triggering the next room but I missed several voicelines unfortunately. I can only imagine the laughs and tears I would have shared listening to those, the deep thoughts and introspections following the wise advices... 

Had a few bugs but nothing that was game breaking thankfully, despite trying things like swapping with the dice while holding it haha.

I probably cheesed a lot of the puzzles, picking up the dice through doors or using the wrong ability to complete the level, but that's not necessarily a bad thing, made my experience more special and funnier.

However I do think that with all those abilities, there isn't enough variance to really justify them. A lot are interchangeable in multiple puzzles, which kinda makes the abilities feel less useful. 
If the focus is to make a puzzle game I think it's really important to nail that aspect of each unlock completing a gap in the player's action set, even better if you didn't know you had a gap there and you jut discover a whole new set of possibilities, mind blowing style.
For a more adventure type of game though, it's less important to have tight mechanic design and the slight overlap between the powers means it makes it easier for players to do what they want because they don't have to think and remember of the single ability that allows them to do the thing they want, but that also means puzzles relying on those have multiple solutions and are generally easier to solve, while also being less different from one another (the abilities do similar things => the actions to solve the puzzle must then be similar too), and might make it less interesting because you can spam the same solution on multiple puzzles in a row.

I feel the latter is what happened, there was many ways to deal with each level, which makes the level design much harder to do as the amount of possibilities you'd have to account for and design around is too high.

Also does not help during a jam to have that many mechanics as you don't have that much time to polish, which makes each ability less polished overall.

Still had fun trying to solve the puzzles in not the right way, throwing my dice at rockets and rolling times and times again to try and get it to roll on the face I wanted rather than the one the game was trying to enforce.

One major disappointment though : when I got the green ability, I immediately went back and managed to get up in the hallway in the deceptive crack room and was met with this obnoxious dead end : 


Now I can go back watching the devlog :D

Edit: also, missed opportunity to name it Rolling Shutter Labs

Lovely looking  and good sounding, nice!

It's simple but effective, having the attack on the higher numbers is harder to defeat the opponent, but you can heal more, and vice versa, it balances fairly nicely.

I found myself almost never using the block, it doesn't protect much more than healing instead since it only lasts one turn. I used it mostly to skip my turn waiting for a low HP opponent to stop blocking or to get high enough values to defeat them anyway.

Was fun how sometimes I could spend 20+ turns blocking/healing and the opponent only blocking, going for either a pacifist fight, or a movie fight (you know, those where the characters stop fighting to talk for a few minutes)

The actions rebinding with each combat always took me a bit of time to get used to, maybe something that could help would be to have the effect appear next to the hovered dice, something like that ?


(Could not take a screenshot with the in game cursor so I added a random cursor on top, but you get the point) The only other point I wanted to mention was that seeing the effect an action had isn't always easy, as the dices often fly over the bars and hide what happened, or simply because of it being instant and you were looking somewhere else. It's nothing major but sometimes makes it a bit harder to read.

The only thing missing is some sort of progression, or maybe some events or combat modifiers or something to break the repetition.

Really cool game, had fun defeating mean looking blue gloved dudes .

Super cool ! That's a lot of content you've managed to put in !

As others stated there is a big lack of feedback.

Did not read the entire page before playing so the shops being shops and the fact there was money wasn't clear immediately, I feel this is mostly due to the UI being low contrast in most rooms, some outline or background would help, some feedback would be even better. At some point got to $-4, not sure how that happened but I think one shop overcharged me, might want to report it to the DFCTS (Dungeon Financial Commission for Thrust and Safety)

I wasn't expecting the rooms to lead to random rooms so got super confused at first why the doors kept changing randomly haha

Though despite not having read most of the page I still figured out what the different room types meant and even that the purple was more money for a harder fight, so I think that works well.

The different upgrades and characters are pretty cool, the only issue there was the weapon master, it often was impossible to not take both dice, so instead of having to first pick the one you don't want then pick the other to keep it, I think just removing the other die could be better, though it allows you to change mid fight it is unlikely you'll pick it up willingly.

The hitboxes were a bit unclear, sometimes I would overlap bullets and not take any damage, or sometimes passing by enemies I would get hurt, sometimes even take more than one damage from a single bullet, I'm not sure if this really the hitboxes being at fault, or just the general lack of damage feedback that made it extra unclear when/where the damage really happened.

Some weapons felt considerably worse/harder than others, I don't know if it is meant that way but considering you don't really have a choice about taking the dice when you go in a room, I'm not a fan of this design choice. Heck even the heart rooms you can't leave without taking your pills um I meant heal a bunch ah wait no that's not it either... Anyway yeah the blue shotgun weapon especially was super hard to use, against those robe lions (the big fire-in-every-direction enemies) even more.

I also feel like 2 ATK is so much less powerful than 3, you really struggle to kill anything when starting. And since you can have some bad luck and hit those big rooms with 2 shield totems and 2 robe lions and a bunch of other dudes, most of the damage I took was super early in the run, then did around 20-30 rooms with 3-6 HP remaining after the rough starts. 

Lastly the enemy spawning delay is a bit short, in the big rooms you sometimes don't have time to move out of the way and take some kinda unfair damage.

Still, it's really impressive and I had a lot of fun playing it !