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SimpleDiceGameDev

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A member registered Sep 04, 2021 · View creator page →

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Oh, what kind of plane then? 

I played about 6 games, I either died early on immediately or ran all the way through without much issue the first five times with the mage girl, except my final run on the bomber girl in which I got swarmed beginning to mid game. The bomber girl with a focus on physical was very difficult due to the ability. The mage girl had 3 good abilities and it was cool to switch and focus on one or 2 elements. I think most of the electric abilities were insanely good, most of the fire abilities were ok except the big fire rune explosion which was the best, and the physical abilities felt weak. Does the bomb from the bomb girl scale from physical or fire? I would consider doing both haha. Awesome wave survival game and the art is awesome, game feels great and the boss was difficult but beatable with a build that can get you there. I look forward to more characters and levels!


I got to round 8, but couldn't find the last few balloons. How many levels are there? The flying was cool and the gun spray felt nice. It was weird that you could come to almost a stand still and become like a midair turret unaffected by gravity, but otherwise cool concept. What are your plans for the game?

I beat the final boss at the end, this game is amazing! I love the horror elements and mechanics. The guns are both awesome and the unique reload system works amazing. Shooting zombies was fun and solving the puzzle was difficult but felt good in the end. The only bad thing is the misspellings in some of the menus, otherwise fantastic game and please make more levels and content!

Yeah I for sure need some kind of dice visual which is at the top of my list, and your completely right. The animation timing needs some work and I agree that the number before the claw and other abilities should be shown, so that is also a good point. I might add an enemy indicator for abilities which might make them a bit easier to predict, still playing around with that idea. I seriously appreciate all the feedback and analysis, which is something I sought for this prototype so thank you again!

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Thank you for playing and streaming it! I totally agree that it needs more visuals and of course I've just started so it's mostly default boxes, I wanted to finish the core gameplay loop before investing into assets. I think the enemy and spell visuals will amp up the game for sure so I thank you for the feedback. However I would like to mention that I don't consider it a gambling game because there are no monetary stakes or betting, instead a rogue lite, it's just missing an upgrade system that I plan on implementing as the final addition to the core. I also for sure want a scripted tutorial so I'm glad you mentioned it. What did you think of the pixely animation I made? I was planning on making some more. What other visuals do you think I need to prioritize?

Ah dang I can't believe I missed the boss. The future sounds awesome with more levels and stuff. One thing though, I forgot to mention after rereading my review is that you cast abilities when your equipping items and that was very annoying. But yeah either way, working on the same project or a similar one in the future, I will play your next iteration my friend!

Ah ok, yeah I figured it was a bug, hopefully you might be able to replicate it or just fix it outright.

So I got outside skipping the goblins from the roof hole, and from the top balcony jumped all the way right and landed all the way right. Then it crashed. You might be able to replicate it. Future plans sound great though, best of luck

I beat all of the wings on my 7th try, which I think is all there is to do...? I liked the combat a ton and it was juicy to bat. Switching characters felt good when you got the hang of it and each character had a good amount of abilities and each one felt good with a good cooldown. Equipment and passives added a good amount of depth that I enjoyed, but there were a few spelling mistakes along the way. The only other criticism that I wish to relay is that the rain and walls look a bit strange in multiple areas, and the rain itself probably should land in dark areas or on walls. But this game is super fun and I like the combat a lot, especially spinning and the summoning of the meteor. What are your plans for the game next? 

I beat the first and second demo day levels and ran through the first level a few times to level up before crashing and losing everything (I forgot to screenshot it sowwy). I love the look of the game and the NPCs and the combat is fun, especially with the bow! Leveling is cool and it seemed that charisma changed the game dialogue which I got to see as I leveled up. The boss at the end of the second level took a long time to kill, but is was fun to just tree jump and arrow him to death. Sound FX for weapons would be a great addition, also I noticed the bow arrows go through walls and for sure hit off screen which is kind of OP. Overall great little pixel adventure game! What are your next plans, more levels?

I got the picnic ending and killed by the well girl. It's a cool click and find horror game and I'd love to see it with real art, but understand why you might not. The puzzle-y nature of finding objects to get the bears is great, it would be cool if there were more objects to find and interact with, as well as hiding them a bit better in scene. Neat horror game prototype!

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I suck at bullet hells and got stomped by the second boss even after trying for quite a bit. I like the idea of a time based health pool and the first boss is awesome and I enjoyed learning it. I do hate the fact that you need to beat the first boss over and over and over, I would split the game into a hardcore and normal mode, where in the normal mode you get a checkpoint for each boss and can just focus on the one boss, and then try your hand at hardcore where death brings you to the beginning. Other than that no real complaints, I like the art and the menu is good so far.

Bullet hells are not my forte, but I played quite a few plays and finally got the horse man down and got fucked by the blue lady. I had a gamepad plugged in so I used that and it controlled great but for some reason it seemed like the horse and the angle of aiming moved by themselves which caused most of my gameplay to be struggling with the horse moving on its own. Was this intended? If so I don't like it at all, if anything the aiming shouldn't move by itself. It was slightly difficult to tell when you took damage, but not impossible. The powerup system was also a bit strange but seemed really important if you want to beat it so if you miss one it really sucks. But I like the characters and the bullet hell itself worked pretty well.

Yeah, I forgot to mention that the diamonds and keywords helped so it's good that you added that in. I look forward to the future of the game!

I played through the tutorial and lost the first match, it for sure is hard given that they had over 200 reinforcements. The controls were nice and the tutorial explained it well, although I would prefer the text have a continue button rather than auto scroll, or an option atleast. The match itself was fun, but I think the strategy of forming a group of a bunch of gunners and few grenadiers and sending them in probably wasn't the best but it's what I did. I think developing further the unit system will help the gameplay, and changing how you deploy them as well. I really liked the models and the shooting and grenades are great. I'd say keep going because it has a great premise so far!

I played a day and served some coffee to a bunch of guests, like they poured in right at the start. It was fun though and makes sense with a good amount of steps to make the coffee. I didn't get how to pour the coffee at first but it took only a sec to figure out that you can split it or pour it all in 1 cup which is cool. The milk mechanic also worked great. Serving coffee worked good, but the cleaning wasn't clear at first, clicking wildly got me to cleaning tables but maybe a rag item would help. The sink kind of made sense but it wasn't shown anywhere so it took me a second as well. There is a bug with the black serving trays where if there's a dirty mug on it and you place a clean mug it can overlap the dirty mug. Overall great prototype and I think you should go on with art and making it look good!

I played  couple of games and explored quite a bit of the maps. It's a fun RTS game with some interesting twists, I like the idea of taking over camps and building up huge armies. It felt good to do so and the building system, while a bit confusing, added some good depth where you build to improve your units. The art style is a bit whacky, but charming at the same time. The only thing I hate was that the camouflaged units seemed almost impossible to beat, they sometimes would shed the camo but other times be indefinitely or nearly indefinitely camod. The witch king needs some way to heal imo like passive regen while in a base, for sure on easier difficulties but maybe not on harder difficulties. Overall a good time for an RTS. What are you planning to add in the future? I look forward to more updates.


I got to the end, where act 3 starts. It's a wild ride for a visual novel, but I like the vibe. The female characters are all great and I like the sexual tension (need porn of it asap). I also enjoyed the pacing and how each scene was paced and moved the story along. The interactable puzzle was cool to interact with, but nothing too complex. I'd love to see more voice acting and of course the rest of the story. Everything so far looks great!

Got through the first two levels and spent quite a bit of time on the fire level. This game is wild and fun, with so much chaos and killing going on. I like how the game handles the projectiles and explosions, very juicy. It's awesome that you can deflect bullets and hitting them around like pinballs is so great. I didn't realize at first the hat was your shield, but no big deal. The two things I had slight issues with is the ability to pick up empty guns was super annoying and on the fire level it wasn't clear at all how to beat the boss so I got a little filtered. Overall great fun with very nice juicy effects. Great demo!

I finished the game and was sad there wasn't more! I liked the story and its presentation a lot and am pretty invested into it. The beginning was interesting, but it really ramped up when you moved to the city and I liked each character in their own way, which makes me wonder if you can romance most of them as that would be epic. The only thing I kind of got confused on is: why did the game make it seem like I could choose a robot at the dealership, then force it into the kitty? I kind of liked the idea of choosing the first romance, but I get why it kind of went with the kitty. Overall great coomer game! I look forward to more.

I watched the video and it did have some helpful insights. It is very early, but I wanted to cast it into demo day since I worked on it for quite a bit and it is a full gameplay loop. I plan on adding passives, ie roguelike elements, to add more depth and fun. Are there any other things I could add to make it more fun? I plan on visually polishing it in the coming months and with it gameplay clarity should be boosted. I don't think there were bugs, but abilities have conditions and it's not very clear why they work and don't work, but I think tooltips will help. TY for playing!

I'm sorry there is no such setting at this time, but I will add it to my to do list when I work on a settings menu. TY for playing!


I played the tutorial and the Phenor round and had a ton of thoughts to share. I'm gonna be real with you, the tutorial has too much dialogue, I think you should start cut like 90% of it AND/OR start the tutorial on the planet screen and sprinkle it in. For example I'd keep the line about untrained captains, then ONE line about harvesting a planet (vagueness is ok) and then for the gameplay part have a red circle around the Logistics Network with every other building blacked out, then the player creates 2 helium (scripted) and then unblack the Atom Smasher, red circle around the Atom Smasher. Player creates a medium quality helium, unblack the Trading Hub and put a little right click mouse sprite above it with a red circle, check the thing and there's a dude who wants one medium quality helium, red circle around return and red circle around trading hub and a left click sprite above it, red circle around medium quality helium. BAM! That's the tutorial. Now aside from the tutorial, I didn't like that the request guys in the trading hub seemed quick to leave, I got a request to sell 10 things and felt like it wasn't physically possible, are they time based or action based? They also need a counter, like 5/10 items sold so far. I feel like either way its based if you are taking actions that fill up the counter then it should extend the duration they would wait. Final bit of criticism is that I feel post tutorial you should just black all or most of the planets out as it's not clear where the player should go first, and a progression might be better than a free form. The game is interesting and has a good premise, so don't take it too negatively. I really like the music as well and it seems like you put a good bit into this so I hope you keep at it!

I played all the playable levels and was very impressed. I like the art style and the mix of 2D and 3D is great, the guns look amazing! Amazing art aside, I like how the guns feel, especially the shotgun and it was fun to kill all the enemies. The key puzzles felt good and the levels felt fun to explore and walk around in. The only thing I think needs real change is the bullet icon on the bottom right, it should change based on your equipped weapon. Overall great theme and feel! Look forward to more!

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TY king. It is missing the passive abilities given to the player to make it a bit easier. I had a hard time initially balancing AI (I can beat it for the record), but all the feedback so far has helped. I have big plans, including more UI and graphics, and hope to come back stronger!


Beat the demo with some previous knowledge of the ciphers. I like the vibe and the look of the environment, as well as the enemies and corpses. The gun gameplay was a bit strange, but kind of fitting in a weird way. The only other thing the game needs other than more content is an indicator for opening doors, a little popup mayhaps. Overall cool and great atmosphere, look forward to more!

I actually play World of Warcraft religiously(not healer funny enough) and I appreciate the homage to it. Yeah I saw I got the buff, but the most common occurrence was running out of time in the beginning of my game time fyi. I feel a debuff would be very punishing for new players. I very much look forward to new enemies and more content!


This game is amazing! I played quite a bit and managed to finally beat it by beating the third boss after many many attempts. I love the gameplay and the variety of spells. The town upgrade system works great and allows each run to feel like your progressing. The second magic boss is particularly hard, but it can be done if you avoid his spells just right. A bit of visual clarity with the arcane explosion might help a little but I think the only other suggestion I could make is that I didn't realize you didn't need the maps to escape the levels until after quite a few runs. It makes sense because your collecting a map, not a key, but it seemed like you needed to. Overall fantastic game, its fun to equip and choose different party members. The many healing spells and strategies you can employ are fun and interesting. I look forward to more levels and bosses, it definitely needs more than skeletons. 


I for sure got filtered, but I'll still leave a review because I feel my 20 minutes of gameplay is enough. I got about 10% of the way and spent 90% of my time in the pictured area. I lost heart when I fell from the triple steep cliff the third time. I am not a fan of getting over it but I like this game a bit more, it's charming and good to look at. I had fun learning how to catapult and really think this game is about taking your time, which might not be obvious at first. The jump mechanic worked well with the catapulting and allowed some really calculated efforts. I would strongly consider making this part slightly easier, as you don't want to filter too fast in my earnest opinion. Good overall, sorry I couldn't get further.

Got through the demo and it was super fun! I like strategy games and auto battlers and this is a great iteration of both. I like the resurrection mechanic that constitutes the core and the ability to pause and cast spells and cast spells post battle. It is hard to tell when your characters get damage and are low health, so a red indicator would go a long way. I would also love to see a longer demo of course. Great concept! I think you should continue and polish because the gameplay is fun!

Alright first time playthrough. So I got through the base game and some challenges (not the new ones sorry). I'd do them all but I suck lmao. I like the challenge and the abilities that help you get through them and the art looks good. I almost got filtered by the red spinny level, I'd consider a version of that level with less spinnys to introduce it as the pacing goes from tutorial to wtf I've died 12 times now, very stark. I also didn't like that you could only see your hitbox/iron man heart when doing the precision shift, I'd like to always see it. But yeah it controls good and there were no bugs. The blueberry boss was super fun and most levels were a blast. Keep it up!


I was able to beat the jack difficulty but got a bit beaten down by my two attempts on queen. I love the visuals and the idea, the UI is also fantastic and feels great. Overall great polish and feel. My only 2 criticisms are that the game feels a bit overwhelming at first and the perks are a bit hard to understand even after reading them a couple of times. The game also grinds to a halt sometimes when both players are just looking for 1 card to progress, maybe more passive SP after idle would help? Super fun game though, it really sucks you in and the fact that you can unlock more characters and difficulties is great! Very nice.

I figured it was heading a VS direction. Sounds great!

I bumped into enemies and indeed won. Interesting prototype that I do want to see more for. I liked that you could wallbang enemies and the way they attacked seemed balanced enough to give you a chance even if a few made it to the exposed health ball. I think the most obvious addition would be passives or abilities to unlock to add depth to the fighting, but I'm sure you have that planned. What are your other future goals and plans for the game? Fun little demo!

Sexy dragon booba lady. But seriously I did some platforming which felt nice and played around with the controls and The Ring of Dragons™ and it seemed only the red one did anything. I got to this point and wasn't sure what to do next, but I hope I didn't miss the obvious (if there is more content I will replay the game, let me know). The models and animations are beautiful so great job on that! Look forward to some fun platforming levels to play, as I have a soft spot for 3d platformers.

Sounds good, look forward to next build :)

Ah I must have missed that, maybe not allowing the player to enter the dungeon without the forge can be required( eg The mage has the key and will only give it when you make the forge) I didn't realize it was completely random, which is cool and if you want extreme power to be possible on both ends then that is what it seems to be so good job on that. That being the case there is an ability in your pool that allows a creature to bounce creatures to the opponents hand, and to me it seems that if you activate an ability you cannot attack(tapped) but if you attack you can still activate an ability mid combat then remove yourself from combat in a weird interaction, imo if you attack you should relinquish your ability to activate abilities that exhaust your card.  If you like the all haste then you can keep it as it sets you apart in a way, but maybe increase the life a little to offset this. NP on the things that need work, just wanted to tell you what I saw as a player on first glance. I literally downloaded and reviewed in the same hour so that's the version I played.