Nice idea, would love to see more of it, maybe some kind of development of the core gameplay. It would be nice to have your coin goal on the screen at all times, without having to walk to the portal first, since it takes some precious seconds to do so. The presentation is really nice, good job.
Williander
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Also, deduction is a big part of what we wanted to implement, so that is more of getting to know a person in front of you than just using uniformally good actions and avoiding uniformally bad actions. The boss has strong feelings about every object in the room - for example, they love their tie and will defend it way more furious than they will defend themselves, and they don't really like the statue but keep it since it was a present. If a player realizes that through boss's reactions, they can keep using their negative actions on the statue and avoid using them on the tie.
Originally we were going to add more levels, like a date with a girl, where the same set of actions would lead to a different result - seducing your date makes way more sense than seducing your boss. It's actually quite easy to scale, but of course we didn't have enough time for that.
We originally started with a steepier difficulty curve, but in those few playtests that we had before the submission the players would lose too fast, and we decided that it's better to overshoot the target than disappoint a new player, and set max weirdness to x1.5 of its original value. Now I'd rather switch it to around 1.2x, but that's too late, of course.
Thank you for your feedback!
There's definitely no escape from repeating some of the responses in different combinations - for example I just don't know, how apologizing to a table would differ from apologizing to a cooler. So we thought of it as a necessary evil, and just went for more unique combinations for other responses. We also really wanted to add more levels, for example a date with a girl where same actions would lead to different results, but didn't have enough time for that.
I hope that the bug didn't break anything for you. We're aware that it may fall down the slot sometimes, but since it never actually broke anything for us, we just focused on more important tasks for the time. And yes, we really wanted for player to have ability to take dice back from the slots, but didn't have time to implement that.
Thank you for your feedback!
Not seeing the actual dialogue was actually kind of intentional on our side - we wanted the player to kind of fill the gaps using their imagination. It's more about socially acceptable actions than particular words that you use, and the ambivalence of boss's responds was meant to play on that. But we definitely didn't keep it to the same standard in all of our possible interactions, that's on us.
We were originally going to make few more levels with same action dice but a different object die - for example, have a succesful date or maybe even something more complex, like cooking and serving a dinner, but of course that ended up being way outside of our scope.
Thank you for your feedback!
We realized way too late that we didn't add a tutorial for using all dice. We quickly added it to the tips section of the game page, but surely the player is not the one to blame if they haven't seen it. Same with rerolling - we had two abilities in mind, Reroll and Set Die (which would allow you to manually rotate any one die to a side of your choice), and we finished Reroll way too late to add any tutorial for that, and we had to throw away the Set Die ability at all. Also, there are five types of dice - there's also Emotional, which you probably didn't get, but the random is unforgiving, and we didn't have time to add any logic that would ensure a balanced set of dice.
Thank you for your feedback!
We were originally going to add some king of an auto-sort button, that would place the dice nice and easy for the player to use after rolling, maybe using a kind of a grid, but didn't have enough time for that. There's also an unintended feature where you can reroll a dice placed on top of another by picking up the bottom one, which also somtimes scontributes to the awkwardness of it.
Sequence interaction, while they sound really nice, would sadly be way outside of the scope for this jam. We already have 6x24 interactions (with some of them repeating, of course, but the majority of them are definitely unique), and adding an additional layer of logic on top of that sound like a really massive task.
Thank you for your feedback!
You're completely right! We had two artists and a guy who helped with minor objects on the team, and at some point we got out of sync and lost the uniform pixel scale. Also there was some necessary late minute size adjustment for object on the scene - for example, the statue was half covered with the speech bubble, so we had to shuffle things around and scale them in both directions, so yeah. here's that.
We originally starteed with a steepier difficulty curve, but in those few playtests that we had before the submission the players would lose to fast, and we decided that it's better to overshoot the target than disappoint a new player, and set max weirdness to x1.5 of its original value. Now I'd rather switch it to around 1.2x, but that's too late, of course. Also, the game starts with common action dice only, and therefore it's quite natural for a player to not gain any weirdness early. Depending on your luck, you could gain only common dice and rerolls in first rounds as well, keeping the game not weird enough - we really wanted to implement an adaptive system that would add more unusual dice early and generally keep their amount balanced, but we didn't have time for that.
The dice that gives your more dice (internally called the modifier dice) really needs more work on our side. At the very least, we were going to add a different Roll button for it (something like "Add modifiers", for example), and it was supposed to move closer to the camera once rolled, so that the player could read it.
Thank you for your feedback!
I love the idea of mimic dice, but I really don't undestand what I'm doing here. Got to 20k and then died to the second bar filling up. Was that a police attention bar? How do I not raise it, rolling when the cop is far from the table? Feeding dice is quite easy and cheap actually. Is there a winning condition? This game leaves me puzzled and hungry for more.
Nice, like it. This is actually the first game in the jam, that has taught me that moving 4 tiles in one direction returns you die in its starting position, and I love it! I basically went through the whole game with a fireball spell, just AoE-ing everyone from 5-6 tiles away. I really love the idea of red tiles that you don't want to land on at the end of the end - really forces me to choose between a smaller set of options and optimize my movement. I wish movement was a default action, without having to choose it every time manually. The game is maybe a bit on the easy side, but I really like the core mechanic, would love to see more of it, Good job!
Nice idea, great visuals! However, I think that way too much is happening on the screen at the same time. I was able to make it to the end of last wave, but lost right near the end. The biggest problem for me probably was the vulnerability of dice - they die almost immediately when surrounded by enemies, which they need to be constantly if they are to deal damage. It takes them too long to land, to start moving again and to get back to the tower. Sometimes they are completely stunlocked when the enemies are near your base. If you really want to keep their health as a mechanic, I'd suggest raising it, polishing their landing, movement and adding (more) invincible frames on getting hit and respawning. Still, great game, love the amount of stuff I need to think about in a TD game!
"You're stupid if you think I'll switch from my triple-shot minigun-speed warhead-spewing RPG to any other weapon" - I thought to myself, until I saw a Dragon Shotgun...
Wonderful game! I really love the new wave of bullet hell games like 20 Minutes Tol Dawn and Vampire Survivors, and I just love to see an example of one on this jam. The dice system is nice and well-implemented, I only wish I could choose a weapon slot I'll be disenchanting. Because again, when I have shotgun-fire-fire-fire-nuke RPG, in no world I will take a 40% chance of losing a precious upgrade. Also I didn't really understand what an upgrade with a stealth-like icon did. Apart from minor problems with AI navigation, which made a ton of enemies hide in other rooms and get stuck on obstacles, I love everything about this game! Great job!
I love it! Might be the best "random things keep happening to you until you lose" game I've played in this jam. But the fish, oh, the fish is a run-killer, single most despised thing ever, jumping right from beneath me. I think the game would benefit from enemies telegraphing their intentions before appearing - a nuke displying its radius before it falls (because 5 tells me pretty much nothing), a horse appearing from a random side but showing which one for a second, and of course a position where the fish will jump and which direction it will face. Meteors are really nice as they are, just a constant barrage of well-telegraphed obstacles. I really love the presentation, sounds and music!
Nice game, loved the idea! Quite difficult in fact, took me around ten attempts to complete the game. I wonder - are all dice rolls always a valid amount of cells to move in out of four directions without landing in water? I've had a lot of situations, where the numbers were convenient for my exact position - if that is a design decision and not just my blind luck, kudos to you! Love the style!
Love the general idea, the randomness of level order and characters! The timer is nerve-racking, which is a good thing, but I wish there would be some optimizations for it - maybe automatic dice roll between levels, timer stopping or winding a bit bick back during cutscenes. The visuals are great, I love the combination of 2d and 3d space. Great job!
Really juicy and fun! However, I really don't understand how pickups work. First few pickups were quite straight-forward - a die rolls a result, you pick up it to get a powerup. But then pickups started spawning enemies, and it took me a bit to come to a conclusion that some sides of a die spawn enemies instead of powerups, and I liked the idea. But then I started paying attention and saw that it didn't really matter - every single pickup spawned a boss, even if it rolled a healing icon, for example. To me it looked like a bug, but I'd love to hear from you. Again, great presentation, I still played a full session of it and enjoyed it!
Oh, loved the premise! Reminded me of an old flash game with a similar premise and a time loop (for which I'm always a sucker). The random is a bit too unforgiving - I had wall jump, high jump and double jump and then I lost them all to a few unlucky rolls. And spikes, oh, the spikes... I really loved that my luck never went down (or was I just, you know, lucky?), and I had an incentive to continue and eventually finish the game. The wall jump felt a bit off, but I can't quite put my finger on it. Really loved the scale of the level, it's just enormous for a jam game! The visuals are great. Overall, great job, really loved it!
Nice idea! I do have some suggestions though - I think stat rerolls happen way too often, which interrupts the gameplay, especially since you need to use mouse to skip it. Often I don't feel a serious impact from a reroll. Usually it comes down to my speed and max health (suddenly dropping to 1 hp in a middle of a fight is stressful, but can probably be fun in some situations, though I'd prefer a min of 2 to have a window for at least one mistake). Even dropping to 1 attack doesn't actually change anything for, since I'm blasting non-stop anyway. Also, what's with the dash stat? Are the jumping platforms affected by it? Still, great job, I really like the concept.
Also, I just realized that prestige mechanic might work great for this game. Like having an option to delete all your dice of one type, but upgrading them in the process - for example, your investing dice becoming 20-2-2-2-0-0 after a first prestige. With that you could also restrict the amount of dice on the screen, for example up to 50 per type after which you need to prestige, which will help with the performance issues and turns that last for twenty minutes. Man, sorry, I just keep thinking about this game, I love it too much.
Wonderful art, wonderful music! I wish you had more time to implement additional levels, enemy types and mechanics, since the core is already strong, and I can easilly see myself playing it. There's this seemingly unsolvable design problem with this jam - you never see at least 3 sides of a die, which makes planning ahead really hard. I now about "seven minus visible side" approach, and also you did a great job with showing possible paths, but still, planning for more than one turn ahead seems impossible most of the time. But again, this is a universal problem, not something specific to your game. Great job, really loved it!
I'm not even going to go into details. As they say, see you in Mark Brown's video :D
The only thing that I can say is that I'm not sure if leaderboards are a great feature here. It's really hard to lose the game, at least in my experience - for example, I just ended the run with a dice throw cost of 181 and an income of 1495. Getting to the top of the leaderboard becomes not a question of skill, but rather a battle of attrition, which is not usually fun for both top and rising players. If I were you, I'd try achievements for the long-term targets instead - think Cookie Clicker, for example. Leaderboard is definitely a nice touch, but maybe as a supplementary feature, not a main one, especially with 2,5 types of dice dedicated to points.
But that's just me rambling. Love it, straight 5s.
Loved it! I guess I'm just a sucker for leaderboards :D
I really don't want to be a salty guy who couldn't get higher than 8th place, but someone has to - I think the multiplier system is a bit unfair and the window for it is just too small. Sometimes even when I execute the manoeuvre perfectly, withour any obstacles and in the shortest path possible, the new dot is just too far and I lose my multiplier. Nuff said about a cube spawning in the way, or a unlucky laser placement. Which, sadly, sometimes makes it a game of luck more than a game of skill. I really believe that the window for multiplier renewal could be made just a bit longer withour a negative impact on the game. I was even considering restarting the game over and over until I get a perfect multiplier in two first rooms, but that just ruins the fun. Damn you, Mickey with your 379 points, you lucky (and undoubtedly highly skilful) bastard!
Love a lot of stuff about this game, not even going to list everything. Great job!
Nice set of minigames, even though the dice roll is not really a part of a gameplay, it's more of "activate a level-specific ability" concept. Also, the game's a bit laggy. Really loved that the gravity doesn't change instantly, but rather actually rotates the whole level. Love the visuals though, and the sound is nice as well.
Looks like something you dind't have enough time to finish. I was waiting for any game mechanics involving dice, and I definitely spent too much time waiting for dice to follow me as they kept lagging behind :D I really love the setting, reminds me of Sable, and for some reason I just love the world space canvas buttons on collectibles.
Nice game, really loved the slo-mo during the hit and the invincibility frames during the roll. There were many games in this jam that have a dice as a player as its' rolls as a game modifier, but I really love what you did with the screen and waiting for the player to roll on themselves. One thing that didn't work for me was invisible cooldown between dashes - I just didn't know when I could dash again, and it was quite long. Still, great job!
First of all, good job submitting a game! This is an achievement on its own, and don't let anything that I say discourage you in the future!
With that being said, this game is obviously a usual case of overreaching in a game jam. You tried to make it too big, with a branching level, plot, voiceover, collectibles - no amount of assets will help you when your scope is too big. Which is a shame, because in theory I really like the concept of a TPS with throwing a bunch of dice that deal separate damage. I wish you'd focus on a single arena instead, with some pickups, waves of different enemies, different dice, upgrades - that could've been a really nice game!
But hey, many of us have been there. I'll be looking for your games in future! Good luck!
Really juicy, the presentation is top notch! However, the field of view is a bit too small, and the difficulty is unforgiving. Healing is never enough, and I can't really understand how exactly the roll result corresponds to the stat outcome. I really enjoyed explosive friendly fire for some reason. Loved the music!
Loved it! I had a small problem with the requirement of exactly the end of a tile having to placed on the exit tile (for example, I tried vertically placing a long 4-stick over a 2-arrow exit, and it didn't count as a completed path since it "overshot" the exit), but other than that it was great. Reminded me more of Witness rather than Tetris. Also I loved the gold pickups, but I never actually chose to fought enemies, since they require spending precious dice on them. Love the music and overall style!
I love the premise, the art is great and the dialogue is fascinating (however sometimes it seemed like Lady Luck replies with a random phrase rather than the one suitable for the context), but for the love of god I wasn't able to figure out how the game works. Why does 4, I believe, lose to a pair of glasses? What kind of die does Lady Luck roll? Should I keep my stats high? Why and how do they change all the time? Still, great job!
Great visuals, but the gameplay is disorienting, probably due to the absence of visual feedback. It's hard even to visually distinguish dice sometimes, and skeletons in markman's challenge were like invincible or something? I ended up getting stuck between two of them there and dying, no matter how many projectiles I cast at them.
The art is wonderful, but gameplay wise the game is a bit lacking. Out of all elements I only had a bunch of water dice without a single fire enemy, I have no understanding of what the enemies are capable of (a visible dice pool would be helpful, perhaps), and there was no healing whatsoever. I really loved how the lose-replay cycle is done with the curtains - nice little detail that had me replaying again without a second thought :D
Great idea, loved the visuals! However, I've encountered some bugs - mainly, the characters didn't correspond to their abilities, I've had 1 crying, for example, and once I had a character combining two abilities at once. Also I was somehow able to softlock myself at the start with an endlessly spinning die. Still, great presentation!
Wonderful art! Gameplay-wise, I loved the idea of different outcomes for different dice rolls and that not every roll actually do something for you. It is a little bit frustrating when you don't roll an action during your turn or roll self-damage only, so I with the player had more impact on the outcome. Have you considered making one roll for all your ability cards? For example, if you roll an 8, it activates an attack on card 1, nothing on card 2 and self-damage on card 3? I think that might create some interesting strategies, especially with different type of dice. Good job!
With total randomness always come a risk of disbalance. I've spent the beginning of the game completely helpless, with four regeneration buffs - then I got some piercing and damage, and became a killing machine in an instant. I wish I at least had more control over the dice - maybe some rerolls, different type of dice etc. Still, a good start and a solid entry!
Love the general idea, was able to get to 12k points. I do have a problem with the screen getting cluttered by an ungodly amount of low-value dice really quick. Also I wish there was a faster way to use a die than drag'n'drop - it takes too long and requires a player to shift attention all the time. Loved the powerups, loved the presentation. Good job!