Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

TheChronicPhenix

312
Posts
8
Followers
A member registered Mar 30, 2018 · View creator page →

Creator of

Recent community posts

My goodness, this is, just, wow. Really fantastic job, it's such a clever idea and just about perfect execution. Honestly, the only gripe is the sound fx and lack of music, the sfx are pretty harsh on the ears and a soundtrack would be nice, but, seriously other than that, it's just so well done, I mean the way the game plays, the rate at which new mechanics are introduced, the growing complexity of the puzzles. Definitely one of the best titles I've played during any jam.

Oh and random thought, were you guys inspired by the movie Tenet at all? The whole reverse bullet thing sorta reminded me of the time travel stuff in that movie haha

Very smart take on the theme, love that you still pick the upgrades for your weapon which really adds to that whole give and take of making it more effective at taking out the enemies, but, also much more dangerous for yourself. The fact that your hearts refill each time you level up seems like a small thing, but, really adds a surprising layer to the game, with each level of the weapon being almost it's own survival challenge. Had a lot of fun and almost made it onto the leaderboard haha

Fun idea and a solid prototype, love the artwork. The physics are a bit wonky when moving objects around, and as you pointed out yourself the balance is a bit off haha, but, this is a really great entry into the jam!

This is an incredibly clever idea! Excellent take on the theme, solid presentation, lots of fun and definitely something I could see being developed out into a full game.

Solid concept, other people have already covered my thoughts, but, a bit of balancing and variation of the unit types and this'd be a lot of fun, nice job!

Took me a minute to figure out what I was doing haha, but, this is great! Very clever take on role reversal fishing.

(1 edit)

This is an absolute blast, genius take on the theme, just bravo!

Thanks for all the feedback! Yea the enemies sapping luck based on proximity was a real last-minute add haha, they didn't have any form of attack and I ran out of time, so that came to me as an idea at the last minute, it could certainly use some better visual feedback to show what is happening. There is also some sort of bug with the weapons if you stop firing before running out of ammo, couldn't nail down what was causing it and thankfully it didn't interfere with the gameplay much. I had not come across getting stuck on top of an enemy however, so that's actually super helpful, I'll definitely have to look into what's causing that. 

And yea more visual feedback in general for the weapons and overall game is something I would have loved to spend more time on, ironically I actually spent like two hours designing a system so the faked rolling (the dice rolling is totally faked as rotating colliders + physics gets really annoying from a player control perspective) would have the dice always land on a face when they stop, but, then I didn't actually do anything with it XD

Really appreciate you taking the time to check out the game and give such thorough feedback! Thanks!

I quite like the concept and once I figured it out it was a decent bit of fun, though it definitely took me a bit to figure out how the swapping and attacking and stuff actually functioned. Pretty creative take on the theme, nice work!

Great visuals and some fun concepts, I think tying the puzzle solutions to rng roles doesn't quite work out in the games favor from a fun perspective, but, it is quite fitting for the jam theme.

I like the concept, but, it seemed sort of like the only goal was to throw out as many dice as you could across the field and try to dodge around them and away from the D20, then either day or walk back into the spawn area to spend your stats till you wore away at the D20's huge healthbar? The page description mentions the different kind of dice do different things like extra damage or slowing down the D20, but, it doesn't seem to have much of an effect in practice. Visually it's a good-looking game and it seems like there is certainly fun to be had if the mechanics are a bit more refined and emphasized.

Pretty fun and interesting gameplay mechanics, would be curious to see what an expanded concept would look like, currently, the strategy feels a little bit lacking, just in what options you have versus how quickly you get swarmed by enemies, and having only three moves while require a minimum of two to kill any enemy makes it difficult to clear them out and keep yourself alive, the ult does go a long way in aiding those problems however. It's also got some pretty gorgeous art going on, all in all, nice job!

A fun concept that could be pretty interesting if expanded upon, unfortunately, it doesn't really seem to be explored at all, with all the dice rolls effectively doing the same thing. The dice throwing and recalling does feel good though.

An interesting concept, but, it does not seem to really work, I could fire a single shot off with the sniper and then nothing, and after restarting and using my single shot it failed to kill or seemingly damage the enemy.

I can't even imagine trying to make a rhythm game for a jam haha, but, you pulled it off, I was not skilled enough to get very far or find a decent flow, but, it's quite impressive and visually is excellent!

Visually fantastic, like, wow, great job! The gameplay has a lot of interesting concepts to it, it just feels like you're never really able to experience them and it just sorta devolves into a slugfest based on luck of the roll, like other's have mentioned, utilizing more than one dice and maybe being able to swap a single dice each roll would I think bring those interesting concepts and strategies to the surface. All in all, a pretty impressive entry to the jam, well done!

This was a blast! A really polished and tight experience, the different dice throws work really well and the overall feedback in the gameplay sells it all. Honestly one of my favorite games from the jam so far! Nice work!

Definitely took me a minute to work out the moving of the dice and launching them from the towers, but, it's a super creative tower defense title that works really well, bit of polish on the controls and it's golden!

Art-wise it's fantastic and I wish I had been able to see how the story unfolded, but, unfortunately it seems quite buggy and I was unable to progress very far. Creative take on the theme and again, great job on the art!

It's a cool concept being able to capture abilities, but, it seems completely random with no real strategy or any real play interaction, the text was also quite hard to read particularly in the snowy scene. Fun visuals and a neat idea though

Cute presentation and concept, though I share the feedback of many of the other comments about seeing the number of moves left and mostly just moving back and forth till the right rolls happened, it really does have a fun vibe though

An interesting idea tying the dice roll to the number of jumps in a platformer, but, between the jump's inconsistency and the lack of any real feedback, it's difficult to notice anything going on or any real effect on the gameplay.

It's too bad you ran out of time, seems pretty promising, the visuals are fantastic and the music is great, just fun to hang out and vibe to. I'm not sure how much of the gameplay was left unfinished, the hit detection is pretty wonky and makes it difficult to keep throwing the dice, especially at the speed required to keep the song playing. But, frankly I could keep opening that game up just for the jazzy tunes and chill vibes those dice musicians give off haha, so well done!

I can't say I expected to find a mashup of a roguelike, puzzle game, and red light green light, but, it works, well mostly, it's pretty fun, just fairly buggy, had it error out numerous times unfortunately and the only fix was to close it and reopen and start again. The dice that randomize the elements of the map seem largely disconnected from the gameplay loop, perhaps if an animation played for them at the beginning of each level it'd make them feel more central to the game. But, all in all had a good time with it, nice job

An interesting concept, though I'm not sure there's any real strategy to getting a highscore given the speed of the enemies, a bit of a just get lucky situation, which is pretty fitting for the jam theme, so, fair enough haha, oddly fun and has some good visuals

There are a lot of cool ideas going on here, but, it's fairly glitchy when it comes to hit detection for the shield which makes it difficult to really play the game as intended, when it's working it's quite fun. Overall a really creative take on the theme and quite clever in the concepts.

Visually quite impressive and the style is great! The concept is interesting, but, I think it does get brought down by making the dice consumable without the spells really feeling impactful enough to compensate, expanded out a bit more in spell variety and what they do and I think it could be pretty great. Seriously though, very impressive work on the visuals, crazy it was done during the jam.

Had a blast with this game! Quite liked the ammo indicator on the left with each bullet/shot being its own dice roll, ran into a bug that stopped the AKs from being able to fire and some sort of impact effect when the rocket hits would have been nice, but, all in all it's quite a lot of fun, nice job!

Gorgeous game and a quite challenging, I liked the mechanic of the roll of the dice being how much damage you dealt, though took me a little to catch on given no real explanation, the difficulty may be a bit overkill as well with the sheer number of shurikens and them tracking you, though it does feel quite good when you manage to get to an enemy, get a good roll, and take them out, very satisfying. Nice job!

A bit rough around the edges, but, pretty smartly designed, I found it a bit difficult to figure out how to position the items to use in specific directions and the sounds could be balanced a bit better, the error in particular is a bit harsh on the ears, but, once I wrapped my head around moving and positioning I had a fair bit of fun, it's a good challenge, nice job!

The concept of selecting a buff to either the player or to the enemies and then rolling to see which way it actually goes is quite interesting, would be cool to see that expanded upon a bit more with higher tier upgrades having a greater chance to "fail" and be applied to the opposing side. That mechanic is a nice take on the theme.

Haha really enjoyed the corn enemies turning into popcorn when you destroy them, got some really fun theme-ing going on with this one, and really impressive that this was made in your own custom game engine, bravo!

This is a really clever game, great concept, and though it took me a minute to catch on, I loved the way the pool table acts as the UI showing the dice face health and levels! Only problem I found was the dash seems to have a bit of a delay on activation / sometimes misses inputs maybe. Had a lot of fun with this one!

A bit confusing at first, especially with the lack of animations or visuals for when your roll is using items, but, once I figured out what was going on it was actually pretty fun, nice work!

Haha this is pretty good, would be fascinating to play an entire text-based adventure with this randomized lack of agency, quite an original concept, nice work!

A fun simple bullet hell experience, I particularly liked the squash and stretch of the main character in direction of movement, gives a nice extra layer of strategy when dodging the attacks. Felt like hitting the dice was a little bit lacking, a bit more ooomph there would go a long way I think, but, the safe zone and movement speed buff of the red zones is a great touch, a nice reward for dodging and getting right up next to danger. All in all nice work!

Alright, this is brilliant, the mix of real-time and turn-based gameplay, the way the more difficult enemies get the same roll as you for movement, just the idea of utilizing the dice rolls as your stamina/action points per turn, and the amount of content set up between the campaign, endless, and roguelike modes, really impressive entry, had a lot of fun with this one!

Yea I spent way too much time specifically on the core gameplay and only implemented a win/lose condition at the very last minute, going endless probably would have been the better approach.

Glad to hear it! It's always hard to tell how others will pick up on your game and its mechanics.

Thanks! and haha yea I was wondering if anyone would notice that