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Sanuske

35
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A member registered May 18, 2018 · View creator page →

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Minimum Mage Meals is not currently in active development, but a playtester was able to run it on their Oculus Rift at one point with SteamVR, but none of the in-game tutorials would display controls for an Oculus controller.

I love that you aren't locked out of using your higher rolls if there is an obstacle in the way. Many other dice rollers felt a lot worse because you would need to roll the exact number to get to a specific spot, whereas this system has a bit of built in leniency that makes it a lot more fun.

It was also a good idea to make the pickups give the player more rolls to pick from.

Thanks for enjoying the game.

We will definitely  do a QoL pass on the weapons. I wanted the sword to be weak to encourage swapping it out for different weapons, but the sword was a very last minute addition and it didn't quite feel right. A future iteration will probably still be weak, but actually fun to use instead of just kinda jank.

Player projectiles will most likely get a speed boost to make them feel more snappy. Thanks for the feedback.

I absolutely love the face on the player poker chip.  I did notice that sometimes my Die would get stuck in something and disappear but still let me dash to it, but overall the experience was really fun if a bit challenging.

Tackling chip towers was really fun and the movement felt weird but had a fun amount of physics to it. 

The visuals are incredibly solid, and I love how the controls are built into the level. I have to imagine that would be a nightmare to scale if the game received rebindable controls later, but given the scope of the jam it is a really cool detail.

I'm a bit worried that the player doesn't have enough control over the die, maybe if the angle or time the die was in the air was related to what face it landed on there could be some cool puzzles about trying to work out where is the correct spot to throw the die or something.

I also found it really hard to try and grab the die when it was floating away. Even if I teleported the die back to me I wasn't able to consistently pick it up before it floated out of range unless I teleported it while in a area with a low ceiling.

I absolutely loved the pixel art details in the tilemap. It adds a lot of detail without cluttering things up for making it look busy.

I love the art of this game. All of the dice are very charming and everything else is just so clean.

I wish the text boxes were either a bit faster or took 2 clicks to skip, as I would instinctively try and click to speed up the text and accidentally skip a whole box of dialogue.

I'm glad you enjoyed it. We have plenty of extra content that we either hastily needed to scrap mid jam or is just laying around waiting to be implemented and are excited to put out a more polished version of the game in the near future!

The art and music for his game are really cute. 

I also really like the detail of needing to scope out the level with your limited vision, though I did find myself just kinda bouncing back and forth when I had leftover movement to stay where I am and prepare myself for my next move, which may have been the intended way to play.

I really like how much control over the die faces you have. It was cool early on to be able to try and bounce between 2 good adjacent die faces before the game got too hectic. 

The bloom effect was also very pretty!

Shaking the level to fling the characters at each other is a really charming mechanic.

 At first I thought the camera was moving when I clicked, but once I read the description on the game page I was able to make sense of the controls.

I love the different activation speeds for the different dice attacks. It is really cool that you need to wait after the dodge roll for the attacks to come out.

I also loved how the bullets would disappear when you rolled to prevent you from just dodge rolling to try and spam the quick shots.

I love the art style. The death screen of the die covered in bandages was really funny and the player die looks really clean.

I do think the enemy spawning could do with a bit more work, sometimes it felt like the enemies were spawning right one me. I couldn't quite tell if that was a mechanic or I was just drifting too close to enemy spawn locations.

The weapon balance also might be a bit off.  A very large chunk of the weapons are melee, but they feels a bit inconsistent to use due to how the weapon circles the player.  They also don't seem powerful enough to be worth using. I tried my best to use the mace, but without being able to dodge roll to get closer without rolling the weapon it was hard to advance on enemies without getting hit in the face.

The ranged weapons felt pretty good though. The starter pistol was satisfying to use, and the poker chip seemed to fire as fast as I clicked and that was really fun to unload with.

I love the upgrade system of getting different suits and such after each phase. I found the difficulty a bit too challenging considering how long the boss fight is. It felt like I wasn't doing much damage, but that seemed to just be that the boss floats just out of range of the spreadshot attack so it looked like I was hitting but in reality I was just shooting the area in front of it.

I really liked the spinning coin animation though, that was really cool.  The upgrades also seemed to be very impactful!

The art the visual clarity is really good. The red outline on the enemies make them incredibly visual at all times.

I love the Sidebar of all of the weapons and how it shows what all of their ammo counts are. That's really cool.

I love the visuals of this game. The player Die's animations were really charming. 

I love how you organized the deckbuilding mechanic like it is an unwraped D6. That was much better looking than my UI for a similar mechanic.

 It might just be a personal thing, but I felt like some of the weapons attacked too slow.

I love the presentation. The simple palette keeps things readable and the cover art was great! As a fellow Die Dodge Re-Roller I really love seeing other fun implementations!

My main critique was that the camera shake was a bit much, but then I saw that you can disable that with a hotkey.

I also love that getting hit re-rolls you as well, that is a good take on the mechanic!

Thank you for gritting through the Abundance of Dice and playing my Twinstick Dice Builder where you shoot dice at dice to eventually defeat a big dice and collect a golden dice.

Really solid visuals and puzzle gameplay.  I hit level 15 before my brain gave out, but I love the overall quality of this game!

I love that all the characters are minis. It both keeps with a consistent style and also probably saved  a lot of time on animations!

The dice cascade as the game goes on where a ton of goblin spawning D6s spew out was also really fun.

I think the smoke effect on the weapon probably could've been toned down a bit. Maybe adding some random variation on the speed of the smoke would break up the very clear "waves" the effect creates when you are shooting.

Pretty fun Dice Dodge roller. 

I feel like the dodge should've rolled you in the direction you were moving, not the direction you were aiming, as you tend to be aiming at the enemies and it takes time to move your cursor in a completely different direction to dodge.

 I'd also like to see some variance on the weapon sprite for each different weapon type. Time is always on a crunch for a Jam game but making the weapon scaled bigger or have a different color would make it more clear that your weapon is swapping every roll.

I really liked the health UI for the player. The health being the visible faces of the die was a nice touch!

I love the character art and the fact that the attacks hit everybody in the area. It really makes you think about positioning to avoid friendly fire or hostile healing. I also love that the D20 has a self destruct ability. I used it, blew up my dude, and then lost the level. 10/10 would recommend this experience.

There seems to be some UI issues. The light text on the light text box mad it kinda hard to read the ability breakdowns. I'd also like to not need to move to the bottom corner of the screen to select my abilities so often.

Thanks. I'm really proud of some of the smaller dice details, like how the revolver has a D6 that spins on shoot or how it fires 6 different shot types.

I'm glad you enjoyed it! It was great to watch you roll through the game. You stuck with the sword longer than most!

Thanks! 

To be fair, most of the sound effects were just coins and dice. We didn't really mess with any of the fallout settings. I'll definitely do another pass on sound effects in the future.

The visuals are very striking, but I didn't feel like I had that much control over how the die spun other than just rolling forward or backward, so getting to the other 2 sides of the die to see what the upgrades/downgrades on that side were was a bit frustrating. I really enjoyed my second run once I got a few jump upgrades and was able to fly all over the place.

I love the visuals, but I felt like the abilities were a bit inconsistent. At least in my experience to climb walls with the explosion I needed to spam a ton of attacks at a wall, but if I didn't just have the explosion ability my other die would just bonk against the wall. That being said the gif  of the main character doing sick explosion combos sold me on playing the game.

I like the visuals, but I felt like the dice movement and abilities were a bit limited. It might just be a wording thing, but the warrior's special saying that it attacks "adjacent tiles" made it seem like it was going to hit all the surrounding tiles instead of just the the tile below the tile in front of them.

I love the visuals and crunch of this game.

The character art was really good, but the movement physics could use some work. I found the Gravity way too high which made some jumping/wall climbing moments really frustrating. I did absoultly love the dice ghost when you died though, that was great!

I love the style of the game. The explosion effect was particularly great being a massive bright explosion in such a dark world.

I felt like some of the weapons could've used a higher fire rate, or maybe less delay between equipping them and being able to shoot. It felt kinda weird to swap to a weapon and not be able to use it immediately.

The game looks pretty clean.  The screenshake was a bit distracting for me when I was using the machineguns, but the other weapons felt really good to use!

I'm glad you liked it. Your reaction to rolling the minigun in the shop was one of my favorite parts of the stream!

I love the level of polish here. My team had a similar take on the Dodge roll weapon swapping, but I love that you were able to get the top face of the die to consistently be the active weapon's face. I wasn't able to do that for my project so seeing it implemented well was really cool!

The big googly eyes did give it a Banjo vibe, which was intentional... or at the very least we acknowledged that adding big googly eyes would feel like a RARE game. Glad you loved the music, our music guy is hilarious. 

That is very fair.  The current version is very much just the base mechanics with none of the required tutorials or polish to make it actually a fun playable experience. We are working  getting the prototype closer to an actual demo later in the year. Thanks for downloading Minimum Mage Meals and I hope you come and try it again once  we have refined it more.