Thank you for playing! Glad you enjoyed it! ^_^ Unfortunately, we have not done much further development on the game as of yet. I would love to continue development in the near future, but I just haven't had the time to dedicate to it right now. Perhaps soon though!
SzechuanSteve
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Thanks for all the feedback! I agree that the game needs some tweaking with the controls and some balancing with game mechanics. Also there actually is a Pickup button on the HUD to pick up all dice (or you can press F on keyboard). Also simply right-clicking will pickup/hold a die. I don’t know if I’d call it “learning to cheese the game” as I haven’t come across anything completely unintended, but I would say there’s definitely a somewhat steep learning curve to mastering all the tools, controls and mechanics available. Either way, thanks for playing and sharing your thoughts! I’ll definitely take them into consideration as I continue development!
Lots of great ideas here! A couple of minor gripes but nothing some fixes/tweaks and a bit more time developing couldn't fix. Firstly, the player feels a bit hard to control. I would make the character respond a little quicker (increase movement acceleration) and fall a little slower (less gravity) to alleviate this. Secondly, it's easy to get soft-locked with no way to die/reset the level. Simply adding a reset to checkpoint button/hotkey would help. Lastly, the level design could be improved to cater more to using the dice. The dice did not feel necessary aside from a couple of pits. Otherwise, I love the art style and mechanics introduced. You've got the start of a great game here. Well done!
Neat game, fantastic presentation! I found the dialogue to be a bit annoying as others have stated (specifically the slow animation and being unable to skip it). One suggestion I have that I don't think was mentioned yet - left justify your dialogue text. Having it centered makes it very hard to read while the text is still populating as the words are actually moving around, so I feel like I have to wait for the entire animation to finish before I can start reading. Made the game feel much more wordy and slower paced. Otherwise, great game! Well done.
Love the idea behind this game! It's a balance between going fast and calculating the right number or spaces to move. And I like the art/music (specifically the snake turning into the number). However, other than the random generation of the level, I don't think it really had much connection to the theme. There's no real "roll of the dice" here since you're choosing how many spaces you move. Still, amazing work with this!!
Thanks for the feedback and kind words! Glad you enjoyed my game :) Hmm I haven't seen the dice completely roll off the level before, but yeah the pickup button would alleviate that issue. And as for the random bouncing, I'll admit the collisions definitely need some improvement as they are rather janky. However, there also is a bit of intentional randomness/jankiness with the dice rolling as a die does not roll perfectly in the real world, so it may shift direction or slow down upon hitting the playing field.
I just edited the frame options and made the fullscreen button available in the bottom right corner. Hope that helps! I also have an update I want to roll out once the jam voting ends and uploads are unlocked. This update will allow the player to zoom out and see the entire level and include a few minor tweaks and bug fixes.
Thank you so much for the kind words! :) Glad you enjoyed it! I am thinking of continuing development on this game if only because I too found it pretty addicting and want to explore new ideas and play it more myself haha Definitely considering developing this for mobile platforms as well as Win/Mac. Hopefully more news to come in the near future! :)
I love the concept of the dice obstacles being random each level and you need to figure out the path through. A couple of simple suggestions: zoom out the camera to see more of the level and have the camera pan faster. I found it a bit hard to see where to go with the camera lagging behind and only being able to see a few tiles ahead. Minor issues aside you got some great ideas here! Would love to see it developed further.
Love the art/music and the dice rolling screen transition is a really nice touch! Honestly though, I've played dozens of this same exact type of game before (even from before this jam) so I don't think it's a super original concept but this is one of the most polished by far! Also I don't think any of those other similar games factored in orientation for the non-symmetrical faces so that felt unique to me. Would love to see more puzzles with new mechanics. Amazing work with this!
Love the art style! Great concept! The only thing I didn't like is the keyboard controls. It just didn't feel intuitive to me. I kept pressing the wrong thing when menuing and trying to attack. It looks like the controller configuration would have been much easier for me. Honestly, I think maybe simply swapping the interact and jump keys would have fixed the awkwardness I experienced. Other than that minor issue, great job with this!
Thanks for all the feedback! Yeah it sounds like there are some browser-specific issues. I had tested in Chrome and did not have these issues personally. Something I'll have to look into though. I will definitely take your suggestions into consideration if I continue development! Some of these are issues that I'm already aware of and considering solutions for. Thanks again for playing! Glad you had fun :)
It's definitely an advisable strategy to focus on getting more dice early instead of rushing to clear the first couple waves, but I think I might have made wave 1 too slow. Of course it does take longer to get each additional die though as you need to roll ones with all your dice, and the waves do ramp up in speed and volume. However, I agree it does need some balancing to prevent the player from getting too many dice too soon. I think simply tweaking the enemy movement speed in the early waves to put more pressure on the player would alleviate this concern. Thanks for the feedback! :)
Oh that's weird. So space or middle-mouse weren't working for you? Might be a browser-specific issue. I saw someone else having trouble with selecting all dice working correctly in their browser. I'll have to look into that. Thanks for playing! Glad it was a good experience for you regardless of the control issue :)
Love the concept! I think it just needs some added elements to mix it up and prevent tedium. A win condition, maybe throw in "fake roll requests" that you need to look for and are not supposed to roll for, maybe make the modifiers get larger over time and add a way to unlock +3/+5/+10 modifiers to make it easier to keep up with them. Just some ideas to further build on this concept. Otherwise, great job!
Not sure if I was missing something, but I thought the levels were way too challenging and punishing. And that's coming from someone who plays challenging platformers like Super Mario World kaizo and IWBTG for fun lol I think the controls were good (although I noticed you could slow fall by mashing jump which seemed unintended).
Also I think the dice mechanic could be improved. Perhaps if the dice were "checkpoints" in addition to modifying your life count it would be more interesting, so you're potentially taking a gamble to either continue on with the lives you still have, or grab the dice checkpoint and take the chance on how many lives you'll have to finish from there. Just an idea! :)
All that aside, great job on this! Loved the art/music and I think this game could be amazing with just a few simple tweaks to the dice mechanic and level design.
Glad you had fun! :) Yeah that was kinda intentional. I did want the dice to bounce off the walls at first, but it just wasn't fun. Felt a lot more constricting unless I designed a much more open level with wider corridors. I just think of the level as being like a flat board from a board game that you're rolling the dice on.
Thank you so much for playing and for the wonderful feedback! Glad you had fun! :) Yeah I agree the controls are a bit awkward and constricting at first. Just out of curiosity...Did you use the dice bank at the bottom of the screen to hold dice? Or the reroll/pickup buttons on the HUD? Did you use Space/Middle-Mouse to select all dice to attack? All those mechanics combined should make the dice management feel much better if you weren't using them before. I wish I had put more effort into the tutorial because there is quite a learning curve to mastering all the controls. Thanks again! I loved playing your game as well! The best dice/RNG games in this jam are definitely the ones that allow the player to respond to the RNG as you said.
I love this! It's such a well-designed dice/resource management game and a lot of fun to play. The one thing I think that could make this even better is adding a win condition instead of always ending in a loss and going for high score (unless there was one and I just didn't get it). Maybe the win condition could have something to do with getting all 4 wisps in one turn or rolling past a certain fixed number. I just feel like this one extra element would turn this already excellent dice game into a perfect dice game. Amazing work with this!!
Thanks for playing! Glad you enjoyed it! :) There were other upgrades I wanted to include: bomb which does AOE damage where the radius size is determined by the die number, scatter which shoots out a number of projectiles determined by die number after hitting the first enemy, and a tower that you can drop a full 1-6 straight into to fully heal the crystal. Just didn't have the time to implement them.