Thanks!!
Utkarsh Raizada
Creator of
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For the last level, you align the three bars to make a triangle in the center to generate a spike. The belts move according to the player's position. (There is a little bit of give in the alignment so you don't have to be spot on)
I can totally get why it was hard to understand. It was already kind of a weird design, and it was not polished out properly. The bars are a bit tilted and don't fully align. They also feel like platforms.
This level was the reason I decided to submit early. I felt this level idea was a bit weird and hard to understand. And the other ideas I had at that time were just getting weirder. So I decided to be okay with what I already have and upload it.
Thanks for the feedback.
For the numbers, I wanted them to be handwritten with multiple iterations, so that all the '1's don't look the same like in a handwriting font. I had two options, to draw the sprites myself or look for a pre-existing set. I ended up using a dataset that I had for machine-learning to identifying handwriting. They were very low resolution but I thought 'I can just sharpen them and they would look fine'.
So yeah, I should have drawn the sprites myself instead of trying to shortcut it. The current numbers looks terrible.
Thanks for playing.
The area is filled by flood fill method. The Fill force is the iteration on with the current tile was filled (or the distance from the dice tile without moving diagonally). I can get why it can be confusing since it was not explained. (I don't even think I explained it properly now, that's why it was not in instruction)
I am happy to know the game look polished. In my previous Jams I have been told that my gameplay was to complex and there were to many instructions. So this time I went for a really simple mechanics (even a bit underwhelming), and decided to see how polished and good looking I can make in in 2 days. Good to know that there was a little bit of success in that area at least.
That was a fun to play game. The lighting and sounds are really nice.
I know the dnd dice was suppose to follow the player, but a way to outrun it and give player some breathing time would be nice.
P.S. when the instructions talked about a fire ball I was not expecting a meteor. It actually surprised me in the first time it happened.
I had much more fun playing this game then I should have.
I spend quiet sometime playing it. Trying to see how any people I can shoot before the timer runs out. The score to beat is 8. (Hi-Score for punch is also 8)
Also I keep getting too many 5's, this game really wants me to kiss. Maybe its telling me something...
The animal disks are cute. But the sound is a bit irritating.
I know the theme was "Roll of the Dice", but I would a preferred a gameplay which was at least a bit depended on the skill, and not fully on players luck. My luck stats are real low, so it took me 7 tries to succeed and check if the game was actually winnable.
Its a fun game and I actually enjoyed playing it.
I will honest. I clicked on tutorial, saw the long description, skipped it. Knew it was fps, so just started shooting the thing that looked like enemy. Had my fun, then since I enjoyed it decided to check instructions. Found out the different bullets had a lot more complicated stuff going on in the background other the showing pretty effects. But truthfully even if I have read the instruction in the beginning, 5 seconds in the game and I won't have cared what bullet is in the camber. I would have started shooting the first thing a saw randomly anyway.
The animation are nice. And the controls are okay...
But, The Enemy AI needs to be improved. I believe that is mostly because running out of time for the jam, but in those kind of cases you try to make gameplay more fun with what you have ready for the jam build.
Like in this case, the gameplay is really slow, even for a turn based game. That's mostly because you have to keep chasing the crabs and then also require to hit it 3-4 times. The gameplay could have been improved just by reducing the enemy health(1-2 hit) for this build. That would have fasten the game pace and give the player a more feel of progression.
Also, the confirm key could be bound to something else other then right mouse button. It just force the player to keep his hand on the mouse for no other use than that.
Nice Game, and it plays real smooth.
Like the multiple dice mechanics.
If I have to give some feedback, You can reset the dice to basic one, if you run out of the dice you are currently using. Or at least give a feedback that its empty. It feels like a bug if you hit a enemy and nothing happens(if player doesn't notice the he's empty).
An indication for the damage received by player will also be nice.
P.S. Also got that invisible player character in level 3.
In each set of candles, the black candle will turn of 2 candles along with it. Turn off red candles in a sequence that only those 2 are on. Then turn off the black candle to turn off the complete set.
P.S. Remember to bring the lighter with you to turn the candles back on. ;)
And if you were asking about the pentagram try using cameroid on it. (7 key)