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Pixel_Panda

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A member registered May 19, 2020 · View creator page →

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When the "Roll" Button is shown, you select the dice to roll in the bottom right corner. I believe the games says bottom left which is a mishap from our side.

There should by default be a square with a six in it, which is the six-sided die. You always get a six-sided-die at turn-start if you don't have one. You can find other dice throughout the game to roll with tho.

If clicking on the dice in the bottom right corner doesn't do anything, then that's a bug and we're sorry.

You can kind of cheese the game by spamming the space-button. The dashing does feel kinda nice tho. What bothers me most is, that there is no real reason for the character being a dice.

Yes, I do understand that you are literally rolling the dice-character for dashing, but you could easily remove the dice and the game wouldn't change at all. Adding some randomness-Feature to the dash could be kinda fun. Like giving the character different abilities which change randomly after each use.

As Lenat_1 posted, grabbing the thing restarts game.

Also: pause-menu is open by default & Quit-Button does nothing for me though those are just bugs.

What I do want to point attention to is the jumping-strength, which is off the charts. If you do want to jump that height, you probably want the camera to be zoomed out more, so that the player can always see, where they can jump to.

Not much to say here. A simple topdown-shooter. I know the most interesting mechanic is supposed to be the random stat-changes, but the only indicator is that small bar and the text, telling you what change has occured but I have no idea what the current state of the game is.

I think it would be more obvious, if instead of just saying what changed, display what the current game-stats are (like Zombie-speed etc) preferably as easy to read Bars. That way the player can easily follow, how the current state of the game is without changing the actual gameplay.

And i feel like there isn't much room for improvisation for the player. The game basically just has a randomly changing difficulty-slider. But I can imagine that this issue mostly comes from lack of time (as is often the case for Game-Jams)

not knowing what your ability is within the next 0.3s making makes clearing the level feel more like RNG rather than overcoming the RNG. The fun of this mechanic mostly lies in not knowing, how you'll have to tackle the next hurdle. While games like Celeste are more about memorizing and perfect the moves necessary for the given level, you can't really do that for a game like this, where you constantly have to improvise.

My proposal: Instead of rolling for randomness each time you use the ability, roll for randomness each time the player leaves the ground. That way you still have to improvise on how to tackle the current level, but you don't have to blindguess what your next move will be.

It's fun having to control the car, type incantations and all the while having to check your backseat. But I feel like the game isn't working properly for me :<

I have no music, the dice never changed its side and most importantly: Any incantation using ' is a runkiller for me. I use a european Keyboard where the symbol is marked as Shift+# and i suspect the game not according for Shift-Input.

If you don't pick any dice, the roll always becomes a 1.

Ahh, I see you too got the idea to stuck a semi-sentient weapon to the player :D

Fun little game, but I don't really see a way to continue, once your HP as been reduces to 1, making 1 HP a K.O. state. I would have loved to allow the player to essentially commit suicide by shooting with 1 HP xD

Well polished controls and I love the scream the enemies do on death. Keep up the good work! :)

It's very short, but well polished! I love how you can try out the character-movement in the controls-screen :D

Also very impressive for what looks like a single person. Other than the lack of levels, there is nothing wrong about this movie :)

Keep up the good work!

I am not sure what the yellow building does and couldn't build the Dollar-Building, but the game-concept is a really nice one. I just couldn't get past the third wave but a good game nontheless. And I know that in a game jam there is rarely time for stuff like balancing and tutorials. But yeah, I like ^^

Keep up the good work! ;)

A cute little math-game. Me Gusta :)

Things I would change: Instead of "Press Any Key to Continue" at the end of the screen, make the player press a button. I only saw that I had 14 points and had to start a second round, to get a better look at the screen. And show the players the questions he/she got wrong too. Seeing a score is nice, but without seeing the mistakes (or at least the number of mistakes) the player won't see how well he/she really did.

But the game is nice :)

Sorry, but I found the game mostly frustrating :/
I rarely felt like I had any control at all over my character and most of the time, they don't spin in the direction I want them to spin, because the spin direction is depending on the angle of the player. I think making it so that pressing right making the character rotate clockwise and pressing left making the character rotate counter clockwise would really help in making the game more accessible.

I do like the concept though. I could imagine a game like this being turned into a small and simple mobile game.

Great Concept! Could propably be turned into a full game :D
I always got Splitting/Combining and switching character mixed up but that's propably just me xD
Keep up the good work :)