Hey Rueben... Hey Rueben...
This game is pretty cool.
It's a little rough around the edges, but it's a nice take on the different sized doors idea. In some of the more cluttered rooms it never quite felt like i had "solved" the puzzle, moreso just hacked my way to a solution. I also wasnt sure what the meaning was behind the yellow-black warning textures. Other than that, i do appreciate the game.
Super cute game! Really like the art and the music. I liked it when they whispered "you can't eat this mountain, you can't even eat a smaller mountain". I only have small complaints about the right stick's deadzone being too big and that a lot of places were in very deep shadow, making it difficult to see. But it felt enjoyable to play despite that!
Wonderful game with fun gameplay and gorgeous visuals. One of the best games I've played in the entire jam.
On my first try playing i felt that the game became increasingly more fun an challenging after about round 3, before that i thought the game felt a little meandering. I eventually ran out of options in round 4 4/5; or so i thought; when i realized that I had missed the rolling mechanic.
After playing a second game where i actually used the rolling mechanic, i want to conclude that: i actually had more fun in the first run. The second run got boring when i realized i could just line up dice to the same spot with every equation, completely negating the bricks. I think what made me like that first run so much more was that i could immediately feel all of my past actions piling up on eachother, until i eventually became unable to make any equations at all
Very fine entry, i can definitely feel the Vlambeer inspiration in this (this is a good thing). Right now i feel like it's missing something important though: it needs more tension.
If i compare this to Super Crate Box (which i assume is kind of what you were going for), it lacks the high tension of that game where you could make a single mistake and lose at a moments notice. Right now the enemies are visible from far away and unable to catch-up or ambush you. Without that tension it makes the game feel a little mindless (and when the dice spawns out of sight, i sometimes forget it even exists).
My first thought to alleviate this would be to make the game take place in tight corridors and add something like a fog-of-war effect (if you've played Nuclear Throne, think of the labs levels: dark, tight, and with lots of weak enemies). Don't take that as instructions though, i'm not a game design whiz. Think about it and try some experiments, that's best way.
I feel like i'm being too harsh on this game though, so i just want to point out that this game feels wonderfully crunchy to play. The graphics, sfx and heavy screenshake all feel really good together. I'll be sticking around for what you do next :)
Very enjoyable game, i've seen a lot of RPG-style games this jam but this is the first one i've seen that nails the gameplay enough for me to want to play. I wish it leaned a little more on the roguelike elements though, i was a little disappointed when the health-refill was a one-time thing and not an unlockable like the other options
Anyways, i'm glad to see another Yahtzee Roguelike! :)
A very unique game experience with a cool theme. I find the UI a little too hard to read at a glance, adding another color to the palette to highlight things would've been nice. Music also feels a little dissonant, i understand the feeling it's trying to accentuate but it just causes me sensory overload when combined with everything else.
With a little bit of UX work i think i would actually like this game a lot, since i'm all about games that play like this one.
Despite the mechanics being a bit wonky, i had a blast. The wall-jump mechanic single-handedly made this game go from just being alright, to being very great. It was fun to try and search for parts of a level that could be skipped, at one point i skipped a whole layer from gaining massive velocity, it was great
The card-combining mechanic is really cool but i don't think it works in practice. There's no real time to strategise (or even read what each spell does), so the only thing that works is to just spam as much stuff down as fast as possible. Maybe slow down time when looking at a card or something?
The art is well done, no complaints there.
I'd love to see a more refined version of this concept, because my actual gameplay experience was pretty mixed.