Was a tense experience, but I got to the top eventually. Nice work!
UntrainedMonkey
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Excellent! Incredibly well polished and fun experience. I loved how everything was bouncing in unison, and the juice on the impacts felt great. My only nit-pick is that the static enemies were quite easy to overcome, and I eventually found myself just rushing into a room because I felt invincible. Also, is there an end to this game? After a while I twigged that the levels felt procedurally generated and assumed it would go on forever. Overall though, really well done!
Thanks for playing! Originally I was using an open-source Unity package called QuickDither to achieve a retro post-processing look. It's pretty cool, you should check it out as it has custom colour palettes and it's free. However I couldn't get it to work when I exported to HTML/WebGL. So last minute, I switched over to PSXEffects. Cranked up the resolution factor to pixelate it. And in the post processing settings I set the colour depth to 5. And most importantly, I set the "Darken Darks/Favor Red" setting to 1.75. Which gives it that retro horror atmosphere. Hope that helps :)
I really appreciate the feedback and the time you spent playing our game! I'm glad to hear you ended up liking it. A board game aesthetic would definitely fit this game, and we do plan to redo the graphics in a newer version, even giving each weapon's dice their own unique model. As well as more features like being able to combine dice perhaps? I do regret not spending time to show the faces of the weapon's dice before you choose them as a reward.
I do agree that the right click drag for inspecting the die doesn't feel that great. It was worse, since originally the camera would instantly snap to the die, so I added a smooth transition last minute. Although, in hindsight, it probably should have eased out, instead of easing in. You just gave me an idea, which is to lift up the die from the board, and rotate that instead of the camera. Don't know why I didn't think of that in the first place haha.