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SpritePainter

15
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A member registered Jan 23, 2019 · View creator page →

Creator of

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Thank you very much. I'm glad you appreciate the art. I do agree with you about the dice mechanics and it was something we discussed and tried to improve in development. I think a dice based upgrading system can work, but avoiding railroading is really important.

This looks absolutely beautiful and the mechanics seem quite complex and interesting. The problem is just in the way the mechanics are presented and explained by the ui. It's quite unintuitive and could possibly be solved with more detailed tutorialization, but I think it's more about how the information is presented to the player. The slots with "+", "-" and "=" seem to imply that you're trying to get the equation to come out to a value, but that value isn't the goal so much as a parameter. To be honest, I'm still not entirely clear on the mechanics. I think that some other visual metaphor, or more explicit visual language could better convey what is happening and what the goals of the player should be.

Just like being able to modify what you get when you roll like a six. Maybe that's just upgrading the effectiveness of that tower, or something like Circadian Dice, where you modify the entire face to do different things.

Great job for your first game! Entering a game jam right out of the gate is a real challenge and props to you for giving it a shot. One tip that I could give with any project like this is to stick to a pixel scale. Having objects of different scales, where one object has pixels that are larger or smaller than another, can really stand out and break cohesion in the world. Same goes for sprites that are anti-aliased mixed with hard pixel art.


Good luck on your future projects!

Love the concept. My only issue was that controlling the cursor felt really imprecise and jumpy, which made it hard to avoid running into enemies in a way that was more frustrating than deserved. It probably would have been fine, but since it cost coins every time you hit one, it compounded that frustration. It was also really easy to lose track of the cursor, making it even more likely to run into an enemy by accident. Still, the dice mechanics were really neat and I'd love to have more ways to interact with them, like getting upgrades and perhaps having different types of towers that you can put on each face of a die.

With a little help from the instructions on the game page I was quickly able to pick up the gameplay and from there it was quite easy. A tutorial would have been immensely helpful. From there, I do think that being able to see what area your attack will hit, then move to a position that will make that effective makes any strategy a bit too simple. I'm not sure the best way to solve that problem, but I would have liked to have a bit more of a strategic challenge.


The visuals and presentation were great. It felt cohesive and very clean.

Great visuals. The dice rolling for enemy scaling is really interesting. I would have like some way to upgrade myself as well. The attacks could be a lot punchier too. It kinda felt like shooting nerf darts.

Awesome work for your first jam! I would say that the player movement felt really floaty, which tends to make them feel less responsive. I like what you were going with for the map, but it was weird to have it take up just half of the table. It seemed like there was a whole other area outside of your view where stuff could be going on. On that note, often enemies would die immediately as the spawned if you were shooting in their spawn area. So, sometimes I had the kill effect/sound when I didn't see any enemies. I also wasn't sure if they were spawning off screen in the other part of the table that I couldn't see. Still, great work!

This was really great. Unfortunately it took some work to find a browser that could play it at a decent framerate, but Edge seemed to be the only one that worked. Still, once I was able to play it the gameplay was really solid and the visuals were excellent. The styles clash a little bit, but it does give a very unique experience and works because of just how satisfying and juicy the elemental effects are. Great work.


Would love some audio though.

Most of my thoughts have already been commented by others here. Some things I would also point out is that the wall tiles look too much like the ground tiles and can make it look like you can walk places that you can't.  I would also say that having a random fail state that has a 5% chance of just ending your run is really not a good idea. It means that any run you start has some chance of literally being impossible to complete for factors completely out of the player's control. The levels are also too big  and serve to artificially stretch out the play time, which runs counter to the idea of speed running. 

This is interesting. I think the concept is good, but the map is a bit hectic and doesn't really feel like a world. Walls don't block your passage, but deal damage. They're more like traps than walls. I like that you have to react to enemy movements, but have the opportunity to plan around where they're going. That said, since there's only one step at a time and you see where the enemies are going on each step, there aren't a lot of opportunities for strategy. I also found it quite strange that you have to scroll the page back up each time you get to the end of a level.

This is really nice looking. Unfortunately, there were a lot of technical issues. The collision boxes don't match the artwork, so I found myself hitting a lot of invisible hit boxes. On some platforms you can get stuck in the falling state even though you're standing on the platform, which won't let you jump to the other platform. This seemed to happen most on the highest outer platforms which seemed to be required to get to the upper middle platforms. I also think that having the platforms just high enough that you can jump almost high enough to get onto them, but still not, is more frustrating than interesting.


I do think that the concept is good though, and it looks really nice. If a few key bugs were ironed out, this could be a lot of fun as a little party game.

This was great! I love the characters and the mechanics really played into the theme. There were only a few things that I wished were included. Locking the camera down works, but I would have liked a way to rotate around to better navigate. Even if it was just a 90 degree rotation. I also wished there was something that showed how many of each dice piece you have. That said, this was a lot of fun and great work creating a very cohesive and complete entry.

This game is so full of life and character. Really great work.  The controls feel good and the dice mechanics are pretty intuitive. The variety of faces and potential strategy is really fun to play with. My only real concern is that the play area feels too small and claustrophobic. That's not necessarily bad, but I would have liked more room to maneuver.

When I first played through this I had a lot of trouble with performance (running in Chrome). That said, it was engaging enough that I was able to play through the entire tech tree. Afterwards I loaded it up in Opera and it was much better, and with more responsive controls the game is much more satisfying to play. I think non-browser version of this would be ideal.