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RedthePencilMonster
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Excellent game! Adding cheese to the throne didn't seem to heal it for me. Is this a known issue? Whatever the case, I was able to work around this limitation and get surprisingly far, regardless. The gameplay was simple enough to not be overwhelming, but complex enough to keep my interest. Fingers crossed that this makes it into the top 100!
But seriously, does anyone know what started all the cheese-related memes in this jam? XD
Interesting idea! I'm a little confused, as the HUD doesn't seem to display certain information properly. The tiny map sizes also seem to force players into a very limited setup in order to produce the desired resources. The aesthetics are lovely, and with a proper lose condition and a little more room for player expression, this could really take off. Nice work!
The idea is interesting. It seems to me that there's nothing stopping the player from just waiting for a ridiculously long time to accuse cheaters that have been ahead for too long or have a suspiciously big lead. Some form of time limit and a more nuanced system for detecting cheaters could make the game a lot more engaging. But hey, there's potential here!
The ace of hearts used for two of the puzzles, stuck in the alcove directly under the platform where it spawns. Perhaps some form of invisible barrier that allows the player, but not objects, to pass through would help? I dunno. In any case, it's cool to see you taking interest--makes me all the more curious to see how the post-jam builds will improve! (^_^)
This is a very pleasant game with some interesting puzzles, lovely graphics, and an amusing punchline to boot. The only big problem I had with this game is that the physics are really janky sometimes. At one point, I even got softlocked because a card got stuck in an alcove. Perhaps an ability to actually pick up and carry objects rather than just pushing them around would help to alleviate this. All in all, an impressive achievement for a 48 hour jam game. How did you finish this almost fifteen hours before the deadline?
This is an excellent entry! It's nice to see games that use input randomness in a way that allows players to plan around it, and the weapon variety and level design are fantastic to boot! If you were to expand this into a full release, it would be great to see enemies that have more varied behavior patterns and not just different weapons. I see a lot of potential for growth here. Keep it up! ^_^
Interesting idea, to be sure. If I had only one complaint, it would be that many weapons don't give you a whole lot of choice in how they are played--particularly the more defensive weapons. This often makes the game feel like an exercise in stalling as you wait for the "right" weapons to show up. Perhaps this could be mitigated by allowing the player to use two or three weapons at a time, though this may require you to make the enemies tougher to compensate. All in all, nice use of the theme!
I really like this! the premise is unique, the gameplay is engaging, and the art is absolutely gorgeous! some minor quibbles:
The fact that your opponent rolling cocked dice results in a softlock is rather frustrating and really breaks the suspense that the game works so hard to maintain. I really wish that players could simply reroll in that scenario instead of being forced to reset the entire match.
Also, while having the last opponent be the most suspicious makes sense from a gameplay standpoint, this makes Ms Valentine comes off as merely paranoid rather than a statistical genius, given that two or three high rolls in a row isn't THAT surprising.
If you were to expand this game, it might be fun to see opponents get suspicious if the player takes too long to select a die among other factors... (^_^)
All in all, a very fun and attractive little game. Keep up the good work!
Funny thing is, I did have more projectiles planned, but I ran outta time; lol. There's a good chance I'll add more projectiles after the voting period is over. I'll consider the suggestion of skipping projectiles, but I fear it may compromise the experience of rolling with the punches, so if (key word) I implement such a feature, it will probably be in a very limited form, perhaps with a lengthy cooldown meter or the like.