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Loki McKay

23
Posts
A member registered Nov 08, 2018 · View creator page →

Creator of

Recent community posts

I do agree! thanks for playing and the kind words :)

Had to look up what that is haha, yeah you're right!

cheers! :)

Youre exactly right, the curving mechanic didn't work out quite like I wanted because I didnt stop to think that a die doesnt roll and spin quite as well as a sphere 😆 I wonder if I could have used a sphere as the physics object instead and faked a die on top...

Thank you for the feedback :)

No worries I get it, time is not on our side :)

Brilliant! love the concept, art style and music - they all mesh very well together! I suffered from not understanding the bomb like everyone else but was great fun once I had that down.

Some other thoughts I had:

- It's not clear what actions in the game give you score - can I become a 1 and just run away forever to get a highscore? Or do I need to kill the enemies. Maybe the kills icon & count could be shown on the score screen to make this clear

- The best movement pattern is usually a circular motion around the horde of enemies. I think adding powerups or something else around the map to incentivize the player to move in different directions could create some more interesting situations for the player

That sounds great :) Yeah those 2 things did eventually click at the same time:

- the X's below the blood drops are hits that i've taken
- I'm losing some dice because of the hits i've taken

No worries!

Ah no I didn't realize that, that does make it a lot easier!

Do you read the steam store page to learn how to play a game?

Players don't like reading

Awesome job, I like the upgrading aspect

The movement feels great, but it's quite frustrating to try and kill the snake enemies with your starting weapon - especially if they are on a tiny platform and turn around frequently. I think the best way to fix this would be to allow the player to attack with their last held weapon while in the air

Lovely art and sounds, well done :)

It took me a while to understand that I was supposed to be defending my castle on the right. I was defeating the enemy fairly easily without them leaving the first column and just assumed it was some weird luck that they weren't spawning anywhere else on the board. I'm not sure what the best solution would be but I think it needs to be clearer that it's a wave of dice moving toward the castle

Excellent work! Easy to pick up and play, and trying to manage which towers go where was fun. I noticed there was a variety of enemy types via their health - I think adding even more variety via their movement speed, colour, behaviour etc. would be a big benefit to the game

Nice work :) It has potential!

I think the tank controls should be switched to more camera-based controls

its morbin time

Super engaging and interesting gameplay, nice work :)

Beautiful art and fun gameplay!

I liked the variety of weapons (esp flamethrower!) and modifiers coming from the dice

If I were to suggest an improvement: I felt my ammo was running out a little too quickly to fully enjoy the combat, and I was mostly focusing on completing the mini-objectives to get more ammo. I think the fun part of the game is unleashing upon the enemies rather than the mini-objectives, IMO spending more time on the enemy behaviours and attacks etc. would push this concept a lot further

Nice work :)

I understood that I can roll my dice with Q to gain movement speed or health, but I didn't really understand how to upgrade my dice. Perhaps that could be made a bit clearer somehow

Great aesthetic and sounds
Go team melon!

I love the simple aesthetic, and the sounds work very well!

I admit that I only skimmed the explanation in the description - but it took me a long time to understand how I knew if I was hitting the other guy or if he was hitting me. Perhaps that could be made a bit more clear using a blood splatter, hit marker or some other indicator

Nice job, the pacing of the turns & rolls is excellent, and the decision of where to allocate your dice is engaging. I feel the game could be improved if it was possible to progress a lot further based on your decisions - at the moment I feel like you are supposed to die once you hit a particularly difficult enemy, and unlocking the permanent upgrades is the only way to beat it. It would feel fantastic if the player could defeat these more difficult enemies through good decision making or some other added skill-based mechanic

Nice job, the pacing of the turns & rolls is excellent, and the decision of where to allocate your dice is engaging. I feel the game could be improved if it was possible to progress a lot further based on your decisions - at the moment I feel like you are supposed to die once you hit a particularly difficult enemy, and unlocking the permanent upgrades is the only way to beat it. It would feel fantastic if the player could defeat these more difficult enemies through good decision making or some other added skill-based mechanic

Nice aesthetic, I like it :)

Very cool well done :)