Honestly was pretty spooky at night, also eerie during the day with all the bodies piling up. I couldn't tell if my arrows were doing anything to slow the werewolf down during the night, but other than that great execution.
sarathi
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Lol I just saw this comment, and yes it quickly turns into a hyperpop banger. I actually noticed this bug before submission but couldn't figure out a fix/didn't think anyone else would discover it because like, why would you be clicking back and forth from the credits...? 😂
Of course it turns out this was a bug in the audio system code that I shamelessly copied from youtube, and the top comment was how to fix it, so it'll be fixed in the next patch 🤙🏽.
Beautiful artwork, solid mechanics, very polished. Like others have said it could def use some balancing work, but a lot of that is just because the cards are really creative. One minor issue was that on a re-roll, it actually hit another dice and rolled that one to a worse face, but I'm not sure if that affected the actual outcome.
Also a lot of similarities to our game! Another old-timey dice builder (but with just dice, no cards).
That's a good sign that you didn't notice the loop! Unfortunately the scene pointer for the underboss is off, so you never actually make it to the final boss. The final boss is actually set to be pretty hard, and then you'd have the option to do New Game + if you wanted to build up a truly broken deck, but with the loop that just happens naturally now.
Glad you liked it though! We really had to hustle to get all those dice types done (which is why there are so many other bugs, lol).
So glad you liked it! And yeah I didn't imagine rattlesnake/longhorn being so broken but I'm here for it. Agreed that there should be more juice, plus if you get something special like double-sixes there should be some flavor effect.
Also I came back to yours with a friend and we took turns playing it for like an hour. Would be really surprised if y'all aren't featured on the "Best Of" video.
Really fun and great music. A lot of similarities to our game, which is another Western-themed dice builder where you fight ruffians in a saloon 🤠.
I one-turned the last two, had a pretty nice deck at the end. The enemy AI could use a little tweaking and the UI could be more tutorial-y, but other than that I wouldn't change anything! And bonus points for pocket sand.
Great presentation and atmosphere and I enjoyed the loop.
Agreed with others that being able to stack on the table takes the tension out of the game. I'm wondering if there's a creative way to disincentivize that besides just having a limit on it though. Maybe per-card timers or some kind of punishment, like your dice don't respawn unless your table is clear.
Omg this game had me cracking up, almost QWOP-like in how fun + frustrating it is. I wasn't expecting the controls switching every time to mess with my brain so much.
Also, as a fellow Mac dev I definitely recommend targeting WebGL only for future jams! Takes a lot of the headache out of it, although there are a few gotchas like having to disable compression.