Fun game with some nice art and clever presentation, was pretty fun to play and I feel like I could certainly spend another 20 minutes playing without getting bored!
Squareheron942
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Interesting idea, though I did find it hard to play. I think being able to select a specific trap to take control of would be nice, instead of having to mash c to get to the right one, then inevitably pressing it one too many times and having to do it all over again. It would also be nice if it was more obvious that you had killed the robot, since there's text saying "you win" but the robot is still happily jumping around. Other than that, I liked the art and the sound effects, and I think given time to flesh out the levels and add some more it could be quite fun to play!
Ah yeah that’s an issue with the gba itself basically. You can have up to 128 sprites at once, so depending on how long the snake is (each segment has one sprite) and how much text is on screen (it also uses sprites) you can basically just run out.
So the issue is that you basically just got the snake long enough that the gba simply can’t display it anymore. If you also just get it more than 128 segments long the same thing happens.
Wish I could fix it, there are a couple workarounds but they’re a bit out of scope for me unfortunately
Pretty original take on the theme from what I can tell, though I found it hard to really get what I should be doing. The timer which ticks down seems to just kill you but I couldn't find a ay to make it go back up or anything. Maybe I just didn't read the tutorial well enough, idk. Still, I really like the art style and the controls feel very nice.
I didn't have a ton of time to flesh out the AI (It's also my first time really trying to make one) so it has a couple bugs I couldn't fix which definitely add to that. For example if you stand in certain positions, the snake will always just go up until it hits a wall then come back towards you, causing a loop.
I quite like the art but I'm really not sure what I'm meant to be doing. Other than just "stuff is on fire now" there's not really any feedback that I get from the game and so even after dying twice I really just don't have much of an idea what I should be doing. Still, I do understand that the art took priority and I do think it was successful in that sense.
I am curious what about the web version didn't work. I am aware of a few bugs (some freezes if you just sit in the top left and some random crashes in the corners) but I would like to know if there are any other problems. I did only find out later mGBA has a wasm build which would have had much better compatibility (this emulator is over a decade old) but I didn't have time to implement it.
I like the concept! I think there are a few too many clicks needed and some of the text/UI elements should be edited to be a bit more clear. Other than that, overall great! It's not glitchy or anything, the situations are super varied and interesting, and the art looks overall pretty good. Once I understood what I was meant to do I got a lot more engaged in the game.
I think soft locking is the wrong word, it's more just that you don't have anywhere to move. Clicking the button on the top left will restart the level.
I do want to implement an undo button but it's not finished, and the current newest version (that cannot yet be uploaded) includes some features to show you where you can go and what number you will have.
These are some great ideas! I am going to add a visual grid to make it a bit easier to orient yourself, and an indicator like https://nakst.itch.io/dices-odyssey uses. As for having a more open area, it ends up making so many possible solutions that it would fit better with a game that requires you to end on a specific face to win, which while I think is a good mechanic also isn't really what I had in mind. Same thing goes with having a smaller number of sides, it's a good mechanic for a game but not really what I wanted to do. I also think the difficulty in trying to see how far a specific number would move would be mitigated by the indicators and grid. I have thought about making the die "roll" as many times as they move instead of just once, but you always ended up stuck on 4 and it felt a lot more unpredictable that even it is now.
Very nice! It's good to not have to keep track of too many things at once, having more than just teleporters, for example if there were spikes or something that would've killed my enjoyment a lot. As it is, it's quite relaxing to just push the red dot around and explore the die. Cool concept that I haven't seen anyone replicate, and I'm sure it could be expanded into more complex puzzles in a full release.
Cool concept and execution! I love the art and animation in general. Reading the description, I thought my game concept was basically the same but it really isn't! My only issue is that dice don't really have anything to do with the game, since it's more about finding the correct order to put the numbers rather than randomness or moving the die itself.
Interesting concept! It reminds me of a tabletop game of some kind, and I think that may have been an inspiration judging from the hexagonal tiles. The random events do pose a certain intrigue as to how they will affect the overall outcome, but a lot of the time it's hard to guess what the various stat changes affect and there doesn't seem to be too much of an overall effect on the outcomes of the more random encounters.
I'm not sure if the main mission is also randomized because I had the same one each time I played, but if it is then that's a very good idea! It would certainly help the replayability by having new concepts and stories be presented.
I also like how the game looks, with all of the images looking great. It really feels like a space adventure with all the little pointers and designs and things.
The only issue I really have with the game is the seemingly high chance to have some kind of encounter happen, although that does balance out the fact that each individual encounter doesn't have that much weight to it.
Overall, I would say it's a very good concept that looks great, and plays quite well with only a few minor issues that would only really be a problem with a longer playtime.