Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

sergiogyoz

29
Posts
A member registered Jun 12, 2020 · View creator page →

Creator of

Recent community posts

Thanks! I wanted to make a roguelike where attack, speed and defense/shield where based on 3 numbers you pick from the 5 dice rolls on every combat. The mix of values was going to be a mechanic too. All 3 odds or even will add a multiplier, and matching 2 or more numbers will “fuse” those two stats, like shield and attack will unlock a counter skill or speed and attack will unlock a dash attack and so on.

This is the only game I felt like finishing and replaying, I 100% believe you could make money if you made it into a full game, super fun.

Fun, it took me a bit to figure out the controls but the concept communicates really easy even without words.

Quoting wikipedia “Dice are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random numbers”, so yes, it is a type of dice lol.

it took me some time to understand the mechanics, but it is definetively an interesting concept and execution, great work!

I’m bias to like the idea since I had a very similar one (tho I didn’t get to finish it for the Jam). 5 stars on creativity XD.

Same error here, the screenshot looks nice tho.

Really nice looking! I wouldn’t think it was made under 48 hours, it’s interesting and fun, congrats!

I’m getting a similar error about my graphics not being able to display it

For some reason the graphics were very laggy on my computer, I couldn’t really play it

I would definetively play a full version of this game

jaja I loved the concept, I didn’t get any adds tho :(

I didn’t get how you control the outcome of the dice, maybe I just have bad timing. Looks pretty and the animations are very nice!

I liked the aesthetics and sound effects of the game, didn’t fully understand how the randomization worked.

I like how the game looks, I’m unnexperienced so thinking you could create all those assets in 48 hours sounds crazy

I like the aesthetics, I had a hard time figuring out what was going on at first, but I can see it being a mobile game since controls could be made into gestures

Same, got an error opening it

Same, getting an error

I was watching GMTK jam video and I immediately remembered your game. This was the game I played out the most, you definitely had a winning idea (like, it literally won) so kudos!

nice! controls felt very good and the game looks nice in its own simple way, I also liked the idea of both of them moving together at the same time, I think this has potential to make experienced platformer players to enjoy the "getting familiar with the controls" feeling that one stops getting.

Ohh I didn't saw that on the (little) playtesting, thank you!

(1 edit)

Hi nyx! I'm listing some thoughts I had

-I liked level 2, I felt the other ones didn't ask me too much strategy, but for a 2 day game I am surprised to see a "release level" balance there.

-I liked the theme, there were some funny dialogues.

-I like how you can end level 2 without the need to defeat all the enemies

-I would have liked that the rescue spell also let you choose where to place the warrior

-If I were new to the genre, I feel the first level could be expecting a bit to much "rpg intuition", it does introduce the join mechanic with good pacing but all the others felt a bit like the player should be familiar with them  beforehand

-In particular the mouse control (I didn't notice if there was any other way of controlling the game and since that worked I just keep with it) was very unfamiliar to me as I always play rpg's with a controller, and everytime I intuitively pressed the esc key to close a menu the game closed

-it definetly took some time to get used to the right clicking functionality and it took me also quite a bit to even figure out that this meant going back and closing stuff (and also seeing enemy info?), then until the end of level 1 to learn I could go back in my player actions.

-the consistency of the menu was a bit problematic, I remember there's a window that cares if you click even if the mouse is not on top, and then another where it didn't ,nothing big but all these small details can make the game harder to learn/approach and even more on such a short time period.

-I played not really paying attention to all the stats of the players or the enemies in the end so that felt to me like is not playing a big role on it.

-(edit) Saving system and so many menu options! wow.

That's all I can remember, I sound critical but I enjoyed the game more than I was expecting and it felt polished on both mechanics and theme. For a two day game it feels very complete.

edit: it took me about 40mins to finish but I was kinda distracted so I would say it takes 15 to 20 min

It gives a feeling of being a full game at the start, loved the aesthetic.

I feel it was a bit to punishing (tho it seems you intended it?) I like the concept. Also, I don't know if you wanted it to be that way but the framerate wasn't cap and my computer decided to burn while I was playing, super smooth tho jaja.

That was fun, I like management games, it seemed like a lot of work

I liked the idea and the aesthetics! also the crunchy cookie sound jaja

The aesthetic is really good, and as a mathematician I loved the idea

Thanks!! I'll let you know when I finish it!

Thanks! I barely made it to the Jam,  I'm planning on finishing and adding all that stuff you mention and make it an actual full game jaja