You can move back to a previous tile after folding! Bomb density starts at 1 per turn and goes up to 3 per turn. Past that point it definitely started becoming easier in testing, but 3 / turn may even be too many. Thanks for playing!
pillarmonkey
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Thanks for playing! I wanted to use the idea of folding a dice as a central mechanic, so I definitely prioritized keeping that in. I was a little unhappy with how the animations for that turned out -- if I keep working on the game, I might port to a stronger engine so I can represent the folding animations a little better and maybe show the other sides of the dice.
I also think I overestimated the amount of experience people have with nets of cubes, so I wish I had included a brief explanation of what it means to "fold" a dice. Although this may also have been helped by having more accurate visuals.
Really clever game, love the visuals! I love that the choice of dice upgrades actually has an immediate impact on the gameplay. The different goals in each level were great as well. I love that it isn't obvious what the best line is to score -- feels important to hunt for something good. One of my faves :) Nice job!!
Fun game! Very good idea to have the attacks / heals affect both friends and foe. Loved the strategies that came up with knowing which enemy would attack who, although a visual indicator might be useful. Confused enemies don't seem to ever unconfuse themselves, as well. The character designs are wonderful. Nice job!
Fun game with great visual style! Took me a couple of minutes to get it - the slot machines look a little bit like a snorkel helmet at first. Once you get the rules, though, it's a great little platformer that really encourages reexploration of the same rooms. It would be very fun in the context of a game with larger objectives. There's definitely a ton to work with here if you want to expand this idea. Nice job!
Neat game. A rolling animation would go a long way for the UX, but there's definitely a kernel of a really fun arena-based game here. The controls feel quite clunky at times, jumping two tiles or not reacting to presses. I was a little confused about the net in the top right, as it didn't seem to react to any of my movement. Nice job!
The music and sound are great. The slot machine enemy has an awesome design. I agree with the other comments that the game doesn't change much from fight to fight -- the differences in dice don't substantially change the gameplay. I love how the dice fill up the pit over the course of the fight -- I wonder if that could be implemented into the gameplay mechanically somehow. Nice job!
It's a really cool idea to have the player's upgrades be based on the roll of the dice. I wonder if it might be more interesting to roll the dice first, and then choose where to put them? Just a thought.
The different gun types were all really interesting, nice job making them all feel unique and fun to play with.
The character design is top notch, I loved seeing how my appearance changed each round. Nice job!
Firstly, the music is incredible. The game is a great base with quite a few clever ideas, but definitely feels a little bit like a prototype. I loved the animations for the dice rolling, but the lack of other animations made it hard to tell who was damaged by who. Would love to see a bigger game come out of this! Nice job!
Clever concept, great execution! The choice of dice each turn was a good idea, just to give the player a few more choices each turn. I played it with the computer (who I trounced), but it would be fun to play on a piece of paper with friends. It'd add a nice bit of replayability if the castles got placed randomly, or perhaps by the players.
The animations and sound design are incredible! The game just feels great to play, and the QOL features (shift to preview) are much appreciated when compared to some of the games w similar designs. I like that every move changes the board, not just certain "checkpoints" like similar puzzle games. Nice job!