I really like the game idea, art style, and music. While playing it, I'm constantly thinking about card games. It might be interesting to have some card management (or dice management in this case) in the game.
steadJOJO
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The art is amazing. Great tutorial levels to teach all the important mechanics. As for game levels, I wish there were more alternative routes, so I wouldn't have to wait for the RNG to be in my favor. It's entertaining to see AI getting trapped or even sunk, but getting trapped due to poor RNG can be a little frustrating.
Inkless is a 3D puzzle game in a Sci-Fi world. You play as a dice, an inkless dice. Collect ink scattered around the map to progress. To collect ink, make sure the correct side is touching the ink. Use the mechanisms in the level to change your movement direction and orientation. Explore an abandoned facility. And remember: "Don't be INKLESS."
Interesting but maybe too ambitious for a 48-hr game. I'm not sure whether I'm progressing because I am regularly teleported to different areas. There should be some kind of reference to prevent players from getting lost. Traps should look more deadly! I didn't know it was a spike until I walked into one. And the background, middle ground, and foreground should be more distinguishable.
Cool art. The different dice ability is interesting. However, there are a few issues:
- Damage adjustment. Red dice, the first ability, should do a bit more damage. Instead of a 6-hit kill, I suggest buffing it to a 2-hit kill or at least a 3-hit kill. Currently, enemies take too much damage to die, which negatively affects the pacing for a beginner level. Should you decide to buff the red dice, you should also increase the yellow dice damage to showcase its power.
- RNG, green dice & yellow dice. I like the idea of teleporting dice and an explosion dice that turns you into a rocket man. However, movement options should be persistent, especially when I need to get over a large gap.
- Tutorial. For example, (for blue dice) shorten the spike distance. I can drop one ice, jump on it, and get to the next platform. Also, the duration of the ice can be longer. Ideally, there needs to be a visual cue that tells players when the ice will melt and disappear so players can react. But it's a 48-hr marathon, who has that kind of time, right. So the easiest way is to prolong the duration of the ice cube.
Create all the art within 48 hrs? Respect. However, I think the city-building game that you are aiming for might be too big for a 48-hr jam. Need more rules. Currently, I can place any tiles beside any other tiles without restrictions and limitations. There is a lot of potential, and I'm interested in what this game will become in the future.
Wow! Really interesting concept! I like the idea that the top side of the dice determines what weapon I can use. The weapon recoil is fun. Shooting a laser and seeing myself get yeeted to the other side never gets old. Melee enemies are the biggest challenge. I often find myself getting cornered by them. They add a new layer of decision-making since they impose a larger threat to players. But getting trapped without a way to fight back can be frustrating.
Maybe 1 or 2 seconds of I-frame after getting hit (changing collision profile to something that ignores enemy collision)? For a physics-based game, this is probably not the best idea. And it will be weird seeing players passing through enemies. Another idea is to change melee enemies to short-ranged ranged enemies (like a shotgunner). Poker cards have a unique bending melee attack. Maybe instead of melee, it generates a gust of wind at its "stomach" that propel players? Adding a longer cooldown to melee attacks may also help. While in cd, the card will stand still instead of moving toward the player.
Thank you for your feedback. Because I had played the game so many times, I completely overlooked the potential of people getting lost because of the control change. Adding an arrow is an excellent suggestion! The implementation of the "Hiding Wall" was kinda rushed. The camera is a big challenge that requires more time to tune. In short term, I think I'll change the "hidden" material and increase the line trace range to cover more area.