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
TheChronicPhenix
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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
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 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!
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!
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
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.
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 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!