Finally a game that lets you play AS a fan
Fun idea for a mechanic, I like the lack of control with the head orientation, it makes positioning feel a lot more intentional. Very funny theming too
Very cool and unique idea for a mechanic, took the theme to heart! The camera probably could have been pulled back a bit as it felt necessary to softlock into a bad solution to find correct solutions to puzzles going in blind. I think there is a lot more room for how the mechanic can be used in puzzles than the game explored, it definitely gets the ideas flowing! Fantastic submission
I was really reminded of playing You Can't Do Simple Maths Under Pressure, which as it sounds, is a game about doing simple math problems under a time pressure. Throwing in a spooky atmosphere, specific challenges, and finite random supply of numbers for your solution puts it to the next level! I was only able to make it as far as 6 before feeling overwhelmed lol
Thanks for checking it out! Interesting perspective with 4! I was surprised how passionate people ended up being about it lol. It does end up being a failstate in most scenarios, but I guess that's just how cubes work. I think I accidentally made a math problem that seems kind of interesting. Designing the levels I started to wonder if whether it's always possible to land on a 4 in a position that will still let you get in the goal- did you manage to find many holes that worked by rolling onto 4? I know of 3 or 4 at the moment
Having made a game about rolling a cube I thought I had a pretty good grasp on the idea starting out, felt satisfying for the first few levels! I realized by the final level that I hadn't mastered it like i thought lol. Cool, novel idea for a game about rolling a cube- I've seen my own idea done a few times by others in this jam, but this is unique as far as I can tell!
Nice scores! Simple answers to your good questions: Space was originally the debug advance level button, and I didn't think to just transition automatically lol. I thought of auto resetting after falling, but I was really happy with how the slide whistle sound turned out and liked listening to it enough to not implement an auto reset hahaha- basically I'm inconveniencing you to entertain my own stupidity!
I managed to softlock myself by dying and grabbing the cube, respawning, then getting hit by another rocket- no cube in sight and the rocket had me pinned down hahaha
I like the idea! It's a little difficult to control, and most puzzles are only intended to be solved with one specific ability so it's 30 seconds of trial and error before you get the right ability after you've figured out the solution. It might be interesting if rooms were structured to work with a few different abilities, that way the player could react to which ability they rolled if it wasn't what they planned. I found the green brain power's jump ended up solving a few puzzles in ways that didn't seem intended, and I felt clever for it, which is exactly what you want from a puzzle game! Beautiful polish, and I really like the voiceover "ability" lol
The simple but elegant ideas are always my favourites in jams- what if a deck builder had dice instead of deterministic cards? There are some real decision making moments both in the shop and in combat, trying to optimize the chances of doing more and taking less damage. Great idea! Lots of potential for expansion in the future!
I hear your frustrations- most of them are consequences of my rushed implementation. The hitbox on the Guys were originally the full sprite, but were reduced to half the height in order to have them walk at the top of the screen without it looking strange. The horizontal and vertical velocity on the gun, guys, and enemies are all dealt separately instead of using trigonometry which would have practically gotten rid of the issues of the gun sliding just shy of its destination, but that was a decision I made early on because I'm not used to doing it that way. Making the gun throw distance shorter than original was yet another last minute change so it couldn't be tested out.
On another note, the turrets were added to encourage spreading out, and I think a few of the levels featuring the turrets are turned out the best, forcing the player to pass and move around as much as possible. It's unfortunate I couldn't think of another way to play like this, because it's certainly when the game is at its most fun
Thank you so much for your comments, and so much for playing!
That's certainly a bug, one that I haven't heard of before... I actually can't think of what could cause it, the level progression works off of GameMaker's room order (using room_goto_next() for most of the levels). It's possible that going into endless mode first or some weird combination of room switches I haven't thought of would cause this, as score and text popups are currently pretty broken for these reasons.
I understand that you probably wouldn't want to go through the whole thing again to see it, so I threw together a Boss Hotfix patch version which replaces level 2 with the boss if you wanted to give it another shot:
https://drive.google.com/file/d/1PbYTJ294XEZKW2CY2OlaZ3c5OCCy-r8k/view?usp=shari...
Sorry for the trouble!
Thanks a lot for trying! Contrast was something I absolutely wasn't thinking about, and I can totally see how that could be an issue, thank you for the feedback! I've made jam games with fullscreen capabilities in the past, but if I'm being totally honest I just forgot about it this time haha. It doesn't help that I don't have a lot of experience with supporting different kinds of resolutions or aspect ratios with GameMaker, but that's certainly something I'm going to work on in the future :D