Try drawing circles clockwise. On version 1.0.3 drawing counter-clockwise breaks the dice and you won't be able to roll them at all. On the original version if you draw counter-clockwise it won't roll the dice, but you can still draw clockwise and it will work properly. Sorry about that, thanks for the feedback :) (There is a new version now that fixes this bug.)
ResRebus
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I think I found the problem. You have to draw the circles clockwise . If you draw them counter-clockwise in version 1.0.3 it breaks the dice. If you're using the original version then it won't break the dice, it just won't roll them. Thanks for all the feedback :) I put out a new version to fix this.
The way the dice work is you draw circles around enemies, chests, or yourself. You can draw up to 3 circles to spawn 3 dice, and when you let go of left click the dice are rolled (you'll see them spinning). A second later it will show the symbols you rolled on the dice. If you were doing all that and the symbols didn't show up, then it's a bug.
Strange. Was it that the symbols wouldn't appear on the dice, or did the dice not appear?
The idea was that you match the symbols on the dice to the ones that appear above enemies or chests to attack/ unlock them. Once you do, you get more symbols that let you face different enemies. Ideally, you would customize your dice based on what you want to do in the dungeon on a particular run. (loot chests or fight specific enemies to get specific symbols). It was an interesting experiment at the very least.
Looked pretty good, and was decently fun; you could even scale walls like in Skyrim :)
The biggest problem was the camera; any time I sprinted or jumped it seemed to glitch into the character. It was perfectly fine if I was going backwards though. Strange detail, but maybe it will help narrow down the issue :)
Overall, well done :)
Overall this was really fun, I liked the physics and the challenge of beating your previous time :)
I think there was a little bug with the pull. The angle the frog is pulled at seems to be based on the angle you latched onto something at, rather than your angle when you try to pull. So if you're by the ceiling and latch onto it, then swing down and pull, you get pulled sideways rather than up.
Art and sound is pretty good, and the weapons were fun to use, but I think the level design could use some improvements. It seemed like there were a lot of jumps that were slightly out of reach; if I fell to the bottom of the map i couldn't really get back up. Apart from that it was well put together. Well done :)
Cool mechanic, but it is a little difficult to control. I think making the tongue extend faster would help a lot.
The tongue was also not firing to where the mouse was. I tested it a bit, and the amount it was offset seemed to be based on how low in the level you were. At the highest points it seemed fine, but the lower you went the more offset it was. Just a little bug report, hope this helps :)
Cute and really engaging. This is the most creative use of the limitation I've seen so far too. Well done :)
Delivery frog was the true hero of the story.
(Bit of a bug report too. When you enter a new room I think you start in the loading plane, so you can walk off screen without reloading the previous room. Just a little thing I found by accident.)