Super cute story, animations, and graphics, but my smoll brain just can't work these puzzles.
splinterofchaos
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Your capsule art shows a turn tile and it's a shame that didn't make it in, but it's a good idea.
Art and polish, all very good and I like the sound and music, too.
Other dice rolling puzzlers have used a 45 degree perspective and this not using one does leave the player with less information, but also seems to make the visuals more clear. Still, I didn't really find myself struggling so maybe it's not needed.
Puzzles that involve rotating the cube into a particular configuration shouldn't generally have long runs like in level 2. It basically reduces to the puzzle shown below, but forces more button presses before trying solutions. Reducing the level sizes would focus the game on the fun part (trying to figure out the right move) and less the tedious part (testing the solution) while still teaching the player lessons like how to rotate a die given four spaces.
BTW, that was a super cute credits sequence. Loved it.
Well my playthrough ended when I think I got stuck in a pit with no way out (SPOILERS) in the space port, but it was kind of neat. The environments look great, the music matches, and it's cool watching the die roll around it. Also, kudos for controller support.
I do have to say, though, I found the platforming very difficult to where it kind of felt like Bennet Foddy's Getting Over It at times which I felt didn't mesh well with the relaxing and soothing feel of the atmosphere. I would have liked to see this lean more into the challenge, with more linear courses to guide the player, or exploration with easier platforming and some air control to correct bad trajectories.
A really interesting idea, giving a die roll, but letting the player decide how to "cheat", but also having repercussions. Took me a while to figure out that the monsters I wanted to annoy were the pieces on the board and see their annoy-o-meters on the right, but once I got it I enjoyed strategizing how to make it work. Showing the meters on the tutorial screen might help make that a bit more clear.
Obviously, the art is fantastic as well.
Kind of like a typing game, but dice.
I worked out this system: I keep the die with one on bottom, six on top, and anything in between I just spin around. At the end, I just don't have the reaction time to keep up, but it gets me a distance I'm happy with.
One nit: The "restart" button should not be the same button I'm selecting dice with. I didn't get to see my high score because I was trying to get just one more match and hit spacebar a few frames too late and it just started a new game.
Controls are pretty awkward. At first I just wanted to use the arrow keys to move and found using the mouse to control yellow platforms annoying, but then I understood that I needed to be able to move the platform and myself at the same time. I would just recommend supporting W to jump since the spacebar feels off for this. X to attack also feels awkward with WASD controls. Q or E would be more conventional choices, or even just use the click for this purpose again!
I like the jump height, but maybe a bit slower?
There are some good ideas here so I hope the later chapters get flushed out.
That's pretty cool, though I wouldn't have realized those were reflections if I didn't hear the VO explain that's what they were. It kinda just looks like the same sprite, turned around, drawn one tile higher--more like a doppelganger than a mirror image. What about shortening the reflection a bit so it feels more distorted, not a part of the physical world? I think it's just tricky with RPG Maker's strict orthographic projection.
But what I said above does not apply to the water reflections. Those look terrific!
https://splinterofchaos.itch.io/line-breaker
Just a silly little game I've been working on. Wasn't sure what to do with, but I saw a tool tip suggesting to post here. There are a few unimplemented features (details on the game's page), but I felt it was satisfactorily complete for my personal needs.
Feedback--especially negative--is absolutely welcome. My biggest concerns are over whether the controls feel right, the physics is well tuned, the challenge ramps up at the right pace (my target is games should take between 45 and 120 seconds), and most of all: that it's fun.