Game seems to work well mechanically.
When I ran it using the "main.exe" file it never played any sound or audio for me. I can see a folder for sound and audio and the files play on their own separately, but did not seem to work when running the game on my system.
The sprint/clean mechanic is interesting but probably needs some tuning, I found it a hassle that my water bar was so short and I had to refill it very often. Doubling the length of the bar would probably fix this annoyance, or allowing cleaning while holding the bucket (since you can sprint with it but not clean with it in hand).
I felt like I should have had like a "chest refill" task to accomplish along with the torches and slime, but they didn't seem to do anything at present. From the gdd it's more for attracting/luring the adventurer, but I wasn't sure of the purpose of that; perhaps it's for a future version.
Otherwise, the game looks nice, and for a custom engine it seems to be running smoothly, aside from my audio issues. Good work!
TaiyouShinobi
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Fun game. Does a really good job of hitting the theme in a compact package. There were some moon logic bits here and there that left me looking for stuff for a while. Also I think I got the good ending, but I feel I probably missed something since it skipped the last bar fill up, but that may have just been a design choice to go straight to the party. Not sure. Was fun though! You all made a great game experience with plenty of polish and some laughs! :3
Some quick bugs I've found and fixed as able (Though not uploaded here yet):
- On Level 4 (Job 1), the map was shifted slightly off center and so the reticle doesn't line up properly. Still playable, but you will need to go only off mouse placement for that level. It doesn't appear to be the case in any other levels though.
- On Level 8 (Job 5), one tile of the map did not get placed properly and slimes may end up going out of bounds. Still playable, but it may be difficult to contain them if they manage to get out.
- Very rarely, if a slime moves to the same tile where you are casting the Barricade Spell in the same frame, it may end up getting stuck underneath it. Unfortunately, it can't always get back out and you may not be able to kill it. If that happens you may need to restart that level. Sorry about that.
A point and click adventure is pretty difficult to tackle in such a short time, so it was interesting to see your submission. It was a bit glitchy at times, but I could see where the idea of this was going, and the art style is cool too. I think this could turn into a really fun little adventure if you wanted to continue to work on it!
Fantastic game! Very polished and clever concept! I could see this fleshed out into a full game that's a ton of fun to play. My only major criticism might be that sometimes the dice can get caught in a movement pattern that leaves them in the stun zone for a while and it drains the timer as you're waiting to be able to collect it. Maybe consider putting in an ability to "shake" the game board to add some more random velocity to the dice? Either way, fantastic work!
Interesting take on the theme, less about the dice themselves and more about the luck behind them. It's a fun little plinko style game that can be unnerving watching the die fall and hoping it doesn't get stuck bouncing between two enemy pegs when you're on your last bits of life, haha. Though I do wish there were a few more pin packs and types of pins, it's a very fun game!
Thanks so much! The time restriction definitely makes it difficult to hit everything you want to, but that's also the fun of it! I had to scale down to what I thought I could fit in, but I'm really glad that the potential of what it could become came through. And thanks for your feedback those are definitely things I hope to add going forward! :)
Just a note for some of the known major bugs and concerns:
- There is currently no "end" state, however, if you manage to score all 13 dice that can spawn then you can call that a completion win! (Dice that fall out of bounds will respawn but are not removed from the dice pool total).
- Sometimes the ball may get stuck in the crowd area and become unreachable.
-Occasionally the goals may accept a die that doesn't match it's requested value. It should not affect gameplay though.
Hope that clears a few things up. (I'd have put it in the description itself but I'm worried it might be against the rules to change/edit it.)
Well since this is just the barest form that I could make during the time restrictions, essentially the objective is just to get the dice into any of the four goals that has a matching desired value (noted by the floating panels beside them). The long term idea would be to have other players (or bots) that compete and try to get dice into their own goals at the same time, which I think could make for a fun, chaotic party type game, but that's for future development.
Still, thanks for checking it out! :)