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spindlebink

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A member registered Feb 12, 2021 · View creator page →

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I’ve officially started a devlog for the followup. The project can be found here.

For me personally jam games are usually pretty badly architectured due to time constraints and it’s usually easier for me to spin off a new project with better bones than try to clean up a bunch of duck-taped-together code.

Among a lot of other projects, I am actually working on a game that directly derives from this one and hope to start a devlog for it when I have the time to write, so keep an eye out if you’re interested and thanks for your interest in the first place!

You can already press space to speed up the text. And re: controls, thanks for mentioning–I agree. At the end of the day, it’s a jam game. For a derivative project/revisitation I’ll put more thought into the binding layout.

Not softlocked, but the way out is a little tricky to find. With the right timing, you can jump up through the little gap at the top of the screen.

I’d certainly want to add some more movement and routing options in a fuller version to make getting stuck+backtracking more rewarding, as I also felt the tedium for sure while testing. But thank you for playing so thoroughly!

Thanks for playing!

Thank you, so glad you enjoyed it.

Glad to hear you found your way around!

  1. The current build allows either L+R ctrl or L+R mouse buttons as inputs for resetting the player’s position.

  2. Sorry about that, I tried to seal places you’d be able to do this, but the traversal abilities combined with the fact that I designed it without a death/failure or damage system made it difficult to keep the player contained. If you quit and re-open the game it will save the last time you were standing on the ground, so you should be able to return using that. Where did you manage to reach the top of the map?

Thank you so much for all your feedback, by the way, it’s been very helpful.

In this case, the elevator and lack of button are working as intended. There is an alternate route to the room above which can be reached from the blue area.

I’ve reconfigured the unstuck command to left ctrl + right ctrl together.

Although being unrecoverably stuck isn’t an intended part of the design, I did try to add in a bit of challenge here and there. Certain elevators are placed without recall buttons to require the player to find an alternate route around to unblock the path.

Perfect, thanks.

I’ve added an unstuck command (left ctrl + space) to teleport the player back to the starting point so that you don’t get softlocked in the future. Please keep reporting stuck spots if you find them!

Nope!

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Thanks very much for reporting!

[Edit] Should be fixed.

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Shoot, looks like you’re right, thanks for alerting me. I’ll update the map.

[Edit] Added an elevator in the spot I’m guessing you’re talking about. Let me know if that fixes it.

Seems like it would be fun based on its influences, but I was unable to figure out how to play. Maybe a more fleshed-out tutorial in the description would be helpful?

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Seems like a solid idea, and I had fun arranging the dice, but I couldn’t get the score for a run or set to register. Nice presentation, though!

What a cool idea! It was a little unclear during the setup phase which order the faces would happen in and whether I had control over it, but I had a good time.

I wasn’t certain how to consistently roll the dice, but it seems like a solid idea that I’d be interested in seeing in a fuller version. Nicely done.

A lot of fun, and feels well made, too!

What a nice little experience!

The upgrades started pretty slow, but I got weirdly into launching this little die. Nice job.

Superb suggestions all round–thank you for playing!

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Glad you had an enjoyable time, and thanks for the suggestion! I’d like to expand on this concept some more post jam and that’s definitely something I’d like to add.

Also, you can actually move the board using WASD or the arrow keys if you can’t see the whole board.