Very cool simulation game! For aesthetics it would look cool if the people kept moving even if they were locked in. That might also increase the number of infected if they're all cooped up and bumping in to eachother, whereas now they just stood still.
SLiV
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Nice game! I think it looks great and it's cool seeing what the director is going to do next. The controls were not immediately intuitive; despite reading the description I started clicking the browns squares right away which didn't work. I think what would lift this concept to the next level is if you actually had to solve a minesweeper level while you played it, so where you could only build towers on randomly placed "bombs". But maybe that would make the TD part too difficult? Anyway, it's a cool concept and nicely executed.
I got the message "whatever you're doing, stop immediately" a lot, but I really had no idea what I did wrong. When I finished the tutorial, I got to an empty path where nothing happened and my buttons didn't do anything. But on reload, I did manage to get to the main game. It's a shame the tutorial didn't explain any of the icons. (Sword and shield make sense, but what is the star? The three daggers?) I like the spooky vibe though!
Wow I feel called out by Nanako. And my heart broke when I mispoke in front of Oscupp. Cute game! I think it's a really interesting use of dice. I was thinking it would be nice if you got more options as you got more dice, but I guess that would take away from the wacky randomness of it. So yeah, no notes, top marks!
Thanks for the feedback! I didn't play the game full screen during the jam, and realized after submitting that it wouldn't stretch. So yeah that's something to improve. The art is not mine, but I'm glad it looks cohesive.
I agree that accessibility is important! However I will point out that nothing in the game is identified solely by color: the dice have colored outlines but are mainly identified by the number of pips, and the color of the gems is determined by the room they are in, which have 1 to 6 pillars arranged to match the die faces. The game is equally (un)playable in black and white.
That said, you're clearly not the only one who didn't make the connection between the physical rooms and the die faces. The pillars were literally the first thing I put on the screen, so it never occurred to me that people wouldn't pick up on their significance. I should have asked someone to playtest it during the jam. Lesson learned for next time!
Very creative use of die faces. I wish there was a little more strategy though, or a reason why you wouldn't just always pick the highest number. Maybe there was but I couldn't figure it out. I would have loved something like the 3 being resorts that want to be next to the river, the 1 being a remote log cabin that wants to be next to the mountain, etcetera. Love the art!
I love the aesthetic and the overall chill vibes of this game. Sippin' some water and growing some flowers. I couldn't tell at first wether watering the flowers did anything, but the petals and the faces were clever. Perhaps it would help if they started out slightly dehydrated so the first time you sprayed them they started smiling. Weather as the Sun's mood swings is a good fit for the theme, I think.