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TheGreatest'sGameStudio

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A member registered Jul 15, 2022 · View creator page →

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I liked the concept quite a bit (breakout is a great game) and I had some fun playing it. However, it is currently a bit buggy and it's difficult to control the character. I think it could be a very fun and cute game.

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I realized that the number of actions and turns wasn't quite clear. I put a small delay in there to make it a bit more obvious, but It really needs an animation. Same with some movement and especially attack animations as it doesn't really show anything happening. 

I really like the power up idea and I might try to introduce dice that have special effects if a certain number is rolled or maybe get more actions if you get a pair.

One small correction. I am The Greatest and this is my game (The Greatest's Game). Not that this game is the greatest game of the game jam, because I've played some pretty good ones. Thanks for the advice, it is good to know some of the main things that need to be improved upon.

It would be nice to have some hotkeys for moving dice or something similar as it became tedious to move them.  Also it would be nice to show where you can't hit a die anymore as that is the lose zone. Had a dice go near the cannon that I couldn't shoot when I got the die. I really did like the concept though and it was fun to try and plan out the moves with the current dice. I like that you could shoot through the matching dice as it allowed to strategize a bit more.  Also subtracting same valued dice gives a 1 out instead of no dice

You misread it. I am The Greatest and this is my game, i.e. The Greatest's game. It is definitely not the greatest GMTK 2022 GameJam game. It is more a prototype and I wouldn't even call it the greatest prototype (though it is The Greatest's prototype).

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I am split between more actions that would increase the number of strategies, but also the complexity to play it vs leaving the actions simple, but making more complex levels with more risk/reward involved (i.e. turns/actions taken could become important so you have to try to press through it.)

I didn't think much about the text, but more retro would definitely go with the rest of style. 

And for all the people saying "more levels", it is greatly appreciated. I wasn't sure if it would be enough to show the hook and have people interested in it, so it is good to hear that people want more.

I was hoping someone would try to play with the mechanics and go with a pacifistic run through. I've never done anything mobile, but I see how it would work well there. I thought about letting you know the enemy number of actions, but never got a chance to implement it.  I think it would make it a bit more strategic while also still having the random chance between turns. Would have to play test it.

That was the feeling I was hoping to give when you got more dice. If I can figure it out, I would like to have a flashy animation when you got more dice that really gave it a bit more of a WOW factor

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I didn't get what was happening at first because I wasn't sure which character was mine and what was even happening, but I also didn't notice the help menu tell I finished the game. In the current setup, re-roll is simply a bad move and you want to minimize dice values while for the other two you want to max out values. I think it is a good starting point for a game.

This is similar to mine! But done better and more completely. I like how you removed the uncertainty of the opponent movement, but still kept planning only 1 turn at a time with the random component. It might be good to put in an auto-roll in as there is nothing to do before rolling.