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SimpleDiceGameDev

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

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Sounds great! Best of luck devving, I'll see you next submission

I played all the levels and killed a ton of enemies. The different guns are cool and I like the art and animations. The best levels were ARENA, the fight and story is great, and SNOWSTORM, I liked the different style of play, and I didn't care for MECHAMONVO, due to the repeat of enemies, and SERENITY, due to its emptiness. The only issue is that I ran into a bug with the gatling gun where it would freeze in animation and no longer shoot bullet objects, but would still damage enemies and make bullet holes if that makes sense. Honestly I think some of the levels being longer might be a plus, but either way I like the mecha combat and flying is fun. What are your plans with the game going forward?

Thank you very much for trying my demo! I think you've gotten the furthest of anyone so I appreciate the effort! The final 3 enemies are for sure the hardest. I love that you were trying to strategize and that's what I want players to do, since I added a few different abilities, and I know once I visualize what the bosses do a bit more it will be easier to do so. The gambler and his friend Felix curse ALL dice on the field on the final round, reducing 6's to 1/2 respectively, this is probably the hardest ability anyone could figure out so clarity on my part will be implemented soon. I really want to spruce the game up and add some art and animations but I wanted to avoid the pitfall of spending time and money on art and have no game. I actually am planning on adding some rogue(slop) elements as the final game loop mechanic to give the player a slight edge over time, with various upgrades to dice and powers so I'm glad you mentioned it. TY again for playing and I will be back stronger!

Awesome, I'm not sure why R never worked, I tried it with mostly the shotgun but I did understand it loaded one round at a time. I will try your next build next time my friend!

I got all 4 stars and explored the world. I really liked the effect you had for the wall smash and the abilities worked good, I would love to see the speed up go even faster, especially if you plan on the game being a bit more open like the third level is. What are your plans for this game? Best of luck!

I played 4 runs and beat 2, A very cool VS like with a cool twist. I like the different characters and the stat system is great. The only negative I have is that escape doesn't close the pause menu. I really long for more levels and bosses and characters! Good luck on your release!

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Nice, well if you recently changed the enemies to drop less than I'm sure it's fine in the larger picture because it's just the beginning and it was fun to fire breath a bunch of small dogs. If Canor is easy, then I'm excited to see the later bosses! Good luck with your December release my friend! I'll play the next demo if you still want to drop it :) Also i forgot to mention that the death cutscene is kino

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I figured that's what happened with the bug, but I couldn't revert it back and it just ended up not letting me use any menus even after I closed and reopened it. The customization sounds cool, but I would love to see the main cast and perhaps you can make their selection big/recommended and still allow custom parties. The recruitment sounds awesome, and I look forward to any additions you make in that sense alongside equipment drops. I didn't trigger that event surprisingly, but I'll make sure I get it next time and of course I'll check out the readme. Best of luck devving and I hope to see you submit more.

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I beat the demo after getting my ass handed to me by some fire worms and the boss, the latter more than the former. I really like this demo! I was wary at first but I actually do like the stylized characters and I'm a sucker for 3d platformer ps2-esque adventure games. The combat was good, but it took me a good minute to figure out that the blue thing was a shield and I found I could clear most of the demo with fire breath, as killing enemies replenished it a bit too easily. I ran into a bug where if you fall the combat stance and normal stance switch, which caused for some confusing gameplay. I also found it strange that interact and stance switch are both on 'e' so when you go to light the first lamp on fire you interact with it until you walk away, not optimal. The boss fight was good in a challenging way, but very difficult compared to the rest of the game. I think you've changed him to face the player more, but now he will snap to the player after lunging, leaving little to no opportunity for some sweet attacks on his back post-lunge. Overall great demo and I love the atmosphere and gameplay. Also the checkpoints were perfect! Are you really releasing it in December? I am interested in the rest of the game and getting more weapons and spells.

Alright I gave it two good goes, but wasn't able to get to the end, in my first run I died because I didn't understand the wait mechanic at the time but after I figured it out I was on a roll until my game bugged out. The bug seemed to happen after I went to cast a spell, changed my mind and then attack, everyone including myself froze in place and I couldn't do anything. I like the environment and combat, I like the quick pace it has over some more traditional turn based rpgs which is great. I would for sure explain waiting somewhere, and the combat was never explained but it's pretty intuitive so that's fine. I liked the different spells and the spell tree seemed cool. I would love an autosave feature, I forgot to save the first time and had to replay the prologue again, which wasn't terribly long but still. A lot of asks, but I can see you've made a good bit of progress so great job, I will give it a whirl next submission! Also what are your current plans for the game?

I drove around for quite a bit while I got used to the controls then saw how far I could drive and fell through the map in the land of no rocks. The map is huge lol. The car controls like crazy but its kind of fun in a weird way. I yearn for times to race or other cars to beat. Great start, what are your plans for the game? 

Bonus screenshot:


I played quite a bit and unlocked most of the stuff and this game is positively addicting! The combat is amazing and I love the theme. Spawning is great and unlocking weapons and upgrading them outside of game is awesome, and the upgrade system ingame is good too. The only two negatives I have for you is that its hard to tell your health and when you take damage, a health bar in the corner would be amazing. The reload system is also a huge mystery, but I think I figured it out eventually, that also desperately needs ui past the number next to the wizard and I would like to hit R to reload, not just have the option when empty. Overall addicting gameplay with fantastic guns and wizarding. I look forward to more!

Interesting, I felt the room before was the actual tutorial for the boomba and here since the boomba couldnt destroy the red things, it only lets you avoid taking slightly more damage and felt strange.

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No problem, I'm also still finishing up demos this week as well. I will check those games you've suggested out, as I haven't played most of them. I will change the folder names, I didn't think about it. I for sure want to implement graphics and I agree, I wanted to finish the gameplay loop for the game (which I did, all 12 bosses function) before investing into art and sound, a mistake I've made before. The crab will always choose your highest dice post roll and the tiny crab will turn it into a 3, the bigger crab into a 1. It's clear that I didn't make this more apparent and will work on clarity for sure going forward. I love the mobile idea and appreciate you bringing it to light. This isn't my first project, I have overscoped so many before it and thought a dice game would be of limited scope, but it seems the scope for the art and gamefeel might be bigger than I've anticipated and to answer your question, this is not to make money, just practice make game. I love Liar's dice, so I'm glad you brought that up. The story will come, as there are specific enemies I've written into the game and themed, but I'm gonna work on the more pressing issues first. Thank you so much for playing and giving me feedback on my barebones demo, the comments help a lot!

I beat a few villages and got to level 8 with Brad Pitt. The combat is what you would expect for turn based rpgs, but got better with the auto battle feature, I'd like an option to keep it on between fights. The movement system was interesting, but it sometimes got old when I would stop before a town and get a stronger monster that would half my health before a boss fight. I also found a bug where I could no longer switch menus, caused by perhaps clicking through the skill menu and clicking training and clicking around that menu. Why did you put Brad Pit in the game? Can you get more party members? Is there equipment to find? What are your plans for the single player game past this? I've tried my hand at my own ttrpg homebrews and systems so I commend your effort and am super curious to see where this goes next. (I didn't read the manuals sorry)

I killed the slimes and bought a couple of different weapons, and I think that was it? It is short but I like the art & animations and the shop is set up to work so far. What are your plans for the game?

I see, I guess I just wanted more art for the custom cards but I understand. It seems so close so best of luck on the steam release and I'll be there! Also I play DD games over 2 weeks thus the lateness so a stream or video is unlikely, too busy with life haha.

I beat all 4 levels and this game is freaking sweet. I liked how the action was instant and intuitive, the environments and enemies were great to destroy. Sounds and effects were on point as well. All the different guns were great to test and try out. Nothing bad to say! Make more levels and possibly sprinkle a little story somewhere in there. Also I liked that the mech could swim.

This game has come a long way since DD 45! I beat 2 different hour long runs and had a blast! The starting decks are fun and get you going nicely, and the beginning enemies are paced great, as are the late enemies to create a run that feels good. Cards are for sure overpowered, chaotically in the lategame but it feels good in this PvE dungeon run with equipment that was awesome. Crafting menu is great, only thing it needs more of is art and a way to change the art without flipping the card back and forth. Random crafting menu scaling with the int stat is brilliant and playing a mage vs rogue I saw the difference. Great job, what is left to add and when do you plan on releasing? 

I played for quite a bit but might have gotten filtered by the difficulty, as I did not find everything. The game is beautiful and has a great variety of enemies, but is for sure hard. The low health is fine, but unforgiving. It wasn't clear until I grinded for 15 blue coins and bought yellow fruit that my max health was where the little white line is, rather than the entirety of the hp bar, a strange choice as far as ui is concerned. I also didn't realize what filling up the xp bar did until I read a comment here, but I did grind the first left screen a bunch for coin and xp to see what would happen. It's an interesting non-linear game and it has clearly taken great inspiration from games in the genre, so I commend you for that.

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Oh snap, how long is the game? If you tell me how to beat the first level I will play more levels and give more feedback if desired. I'd hate to shortchange you in that aspect. As for the pausing I would relate that information to the players, as most offline games do indeed pause time when a menu is up so it's a subversion of expectation in the negative sense. And for sure making the first level easy is the way to go, you don't want the players to quit early on.

I was able to clear out the Pines, and luckily going to 0 health could not stop me or it would have taken a few tries. I love the look and the models of the enemies and environment! The combat is good once you get used to the tight parry windows and not too hard to figure out which is good. The sign posts were annoying to click twice, and some were a bit longer than needed, as well as some not including keyboard inputs. I would love to see this as an actual game with hit points and story, so I hope you take what you've made and soar!

I did the tutorial and spent a bit of time on level one but couldn't figure it out after a few deaths. It for sure loops, which creates a cool effect of infinite backroom-esque horror but at the same time you gotta give the player something in the form of a breadcrumb hint. I came across 2 monsters and I could outrun the first without it being too difficult or too easy, the second smaller enemy however instantly killed me both times I saw him. In terms of pacing I would actually introduce a slower enemy in the first level, there's still horror in an enemy that is perpetually chasing you in an infinite abyss even if he's easily evaded, and you can introduce faster enemies in the next level. The enemies also don't stop when the game is paused, which I assume is a bug. I like the unique art and style of the game and the concept of sound is cool, so keep it up. What are your plans for the game all things considered?

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I played quite a few times and got 2 of the endings, and died a ton. But it was super fun! I love the ambience and horror you have made here, purely excellent on that front. The scripted events are also awesome and the pacing is fantastic. I love that you can get out of the car and walk the whole way, and some events require a car to spawn monsters so they were conveniently skipped, but most oddly enough you could talk to the man at the end without the car/package and he still accepted it. I ran into a bug every playthrough where dying to a monster and attempting to restart would just have you stuck on the last frame before your death. I also found a way to clip through the ground outside of the gate on foot and walked through the whole map from below, quite interesting that there's a second ground below the ground, but I could not get back up. Loved the monsters and the gun plus reloading mechanic. I hope you figure out what to do with it because it's really great so far.


I played the tutorial twice, got stuck both times but got a bit further the second. The art and game itself look great, and the tutorial was on track for being well done, there are just some kinks that need to be ironed out. I also got no sound when I played the game, is that a bug or is there no sound? The first time I got stuck after I completed my first contract, there was nothing I could do even after opening every menu, the second I did the first contract, opened research, researched and then built a new ship, got a second contract and tried to launch it but I couldn't figure it out or it was bugged. There is a typo when starting the game, where you select the popularity, it says loose instead of lose. It's a good looking game so far with some unique characters and concepts, like the orbits, so I want to see how this shapes up. 

I played for a couple of weeks and did some raids and crafting. The game looks great and I love the computer user interface, very cute and it works great. There is definitely a lot to do but the game is paced perfectly to unlock things one at a time. The only issue I had was that I found out if you start a raid with low energy heroes and they run out, they will start passing/standing there lazily, which is a balance for energy management, but what ended up happening is that the raid took 24 hours in-game time because each encounter was 4-8 hours and I had no control and had to sit there for quite a bit, even at 3x speed. I would put more emphasis on not doing that if you wish to keep it the same, ie on the raid window put a big warning that I'm trying to run low energy heroes. On that note, it seems strange that you kind of have to not run multiple raids in a day and wait around while you have only a few heroes, which is the other side of pacing that maybe could be improved somehow. Just a few thoughts on a first time playthrough. Overall, the vibe and presentation is on point, and the tutorial is well crafted for a high depth game. Good luck on your release!

I figured there was a way, I just felt like you wanted the player to just jump the lava river and then I died and felt a bit cheated. I totally get the philosophy behind forced combat and if that is your stance then stand by it, I just wanted to give my thoughts based on my experience of course. I look forward to the new art and post tutorial content!

Ah I see how I missed it, well best of luck with your steam release and good luck on the new project! It'll be cool to see.

I played a skirmish and beat it. It's a cute little turn based strategy and I liked recruiting an army and battling for the map. I liked the variety in units and the leveling and upgrade systems gave a good amount of depth. Why did the druid turn into a tree though, what was the point of that? Overall cool, but I really want to see the campaign!

I understand, but I think 7 levels is solid and will be great! I don't have much art for my game yet but soon enough I will if you still have ad space :)

I beat the final boss and only needed to continue once! It's a very charming shoot em up with a very interesting theme of flying cars, I like it. It was cool there was three characters to choose from, each feeling a little distinct in ability but I would like to see a tooltip or stat bar for each character on the selection screen so I know some kind of difference with each character before choosing. The boss fights were pretty good, but it was hard to tell if they were about to die or not. Otherwise awesome demo with very amazing art! Look forward to more levels!

This game is freaking sweet! I beat all the levels and was sad there wasn't more. The tutorial is perfect and I love the movement and gunplay. The levels have good pacing and duration, minus the 2 spots I got a little lost and spent 5 minutes looking for a switch or card that I missed. Great enemies and guns as well! I noticed the cosmic call ad and wanted to ask if you are actually selling those ads? How much if so? Amazing demo and I really hope you do more levels and release it!

I played a few rounds and won, but I wish it told me I won haha. I like the gameplay and concept, making the boxes the right color is satisfying and of course there's a puzzle-y aspect that's fun. It is hard at first to figure out how to place the boxes but once you figure it out the challenge is making some boxes fit, but mostly I made squares to ease the game. The shape making desperately needs markers to show where your placing the polygon and walls or boxes would be a cool addition to amp up the difficulty. Overall a cool project and I think it's worth developing a bit more. 

This game has come a great way since DD 42! In this iteration I was able to find the crafting items that allowed me to craft all the test armors, but I wasn't sure if there was more. I actually like the crafting progression system that persisted through death, it balances the loss of xp on death and makes the game always go forward, although it was a little cryptic at first. On that note there is a huge slump that's possible if you take your time or get lost and run out of stamina before finding the first food, I would die to an enemy with 5% stam, rez with 5% stam and couldn't whack bushes or attack more than once every 15 seconds. I would for sure place the first food a lot earlier to introduce the concept earlier and I guess place the second food where the first one was. The enemies are still their own challenge and the combat is hard, but I assume that is the idea so that's cool, however I really like the Hawaii theme you've coopted and I would love to see the enemies fit the theme a bit more. The equipment system is cool and has a good depth to it and the usable consumables are handy. Once last note is that, in many cases but especially blatant in the iron room, you can just grab items and ignore all enemies, which could be a strategy right, but I would consider locking certain items behind a cage that you need to kill all the enemies to unlock or something. Also why was there an item over the lava river if you can't jump it? Is it possible to jump it with higher stats? If so then put a sign that references that maybe. Overall cool stuff going on, I would lean even harder into the Hawaii stuff because its awesome! Look forward to more iterations and levels!

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?