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A member registered Jul 12, 2022 · View creator page →

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I think the presentation is really cute, and it looks clean, but it was really hard to discern what was what. The sprites are just too small and not unique enough to tell a difference, especially because there are 8 different ones to keep track of, all with different attack patterns, dice results, and cost.

Throughout the game, I felt it was really slow. I can see that there's more emphasis on the player coming up with their own strategy, but I think there was so much to do that without a softer introduction just forces the player to play randomly, which just isn't enjoyable. I think there just needs to be more restrictions on some aspects (like the number of types you're able to choose or have on the board) and more freedom with others (being able to move around more freely).

Overall, the start was really polished. A little more guidance would've streamlined the process, but it looks good so far. However, it kinda falls short during the actual game play. 

This was super interesting to play.  I like the style, reminds me a lot of children's storybooks, but AI think it fights against the Rubik's Cube that looks pretty generic. Changing up the colours or edges might make it look more coherent. 

I think at times it does get a little difficult because of the need to continuously spin the cube around, so having an option to give a hint or guidance, it would be useful. As for the spinning mechanic itself is well done, but the way the player interacts with the cube could be improved, for example, clicking to zoom in and out, and being able to drag to solve, rather than having to click buttons. 

I think the biggest thing that would be important to implement is being able to jump rather than having it done automatically. I thought it was pretty awkward that I wasn't able to jump being a rabbit, and it might introduce some alternative ways of solving each puzzle. 

Overall though, I think that this was a really cool way of approaching a puzzle that incorporated a Rubik's cube. It was really cute and had me thinking for a few levels^^

Really cute game^^. I loved the art and presentation, and the little touches like the disk popping out from the corner when toggling mute solidifies this as very thought out. Making the images gifs was also a really nice choice--it made the experience way more engaging. I think it'd be cool if the different puzzle options lit up when you finished them so that there's some sense of progression. 

The real end was the friends we made along the way. Nah, but there isn't a proper end-end, you basically choose when to end or run out of time. I really should've made that more clear lol. Kinda wanted that like "push your luck" trying to find another star with xyz attributes, but in the short timeframe, that kinda got lost. I definitely can see how the descriptions can get repetitive--they all come from a set of 9, so it was inevitable, but I wanna expand that, or find a better way to approach it that gives a new experience more often. 

As for the correlation between the dice and the clock, I'll try to make it more clear that the amount of time passing is tied to the number you roll on the dice. I think that it might need to be more exaggerated or have a comment in the command line.

Thanks for playing^^

Really cool concept and gameplay. The game is approachable and isn't super difficult to understand, but there's still a lot of nuance. My favourite part was definitely the inclusion of the wait card. I've played a bunch of turn-based games throughout this jam, but this is the first where you have to really think of what to do and how to give yourself an advantage. The art and presentation was great. Wish there were a few more sfx to accompany the moves/interaction. Either way, amazing job^^

Haha I'm glad you were able to enjoy^^ Honestly I was pretty scared that someone would play that was super into space and just destroy it with realism, so I hope that it wasn't too jarring on that front.

Though I've played a good handful of roller games, this is probably one of the best ones in terms of presentation. Still, my small brain kinda struggled, and I think there might be a bug with some panels not activating, even when the proper face was on. Other than that, it was nice and clean. Great job^^

Amazing concept with great execution. There was enough there where you actually had to think through what you were doing without it being too complex that it slowed down the pacing. It was nice and balanced--the walls didn't immediately come down. The presentation was well done as well. I don't think I have much to contribute in terms of what can be improved, but if you were to continue development, the possibility of adding one or two friendly dice might make it an interesting local multiplayer game. Great work^^

Bruhh this is so underrated. Really cool idea and amazing execution. The style was nice and clean, and extremely satisfying. I can see it becoming something really fun to just watch when there's a lot of dice. I think that there could be a little more control given to the player--the initial aiming is a little fast and feels quite random. Other than that, I had a great time playing and will definitely be coming back to play some more when the jam is over.  Great job^^

This was such a fun game to play! It's extremely polished and has a great goal. The in between dialogue was a great addition, and the map--just mm very entertaining. I love that it doesn't take itself too seriously. I think the only thing that could be improved on was the issue of replaying scenes (like meeting new dice) every time you returned to a square. It slowed down the pacing and kinda brought me out of it because of needing to rapidly click through the dialogue. Other than that, amazing work. Definitely will be playing again since I ran out of time the first time^^

This game was phenomenal :0. Everything was nice and clean and the game play was super creative. One thing I think that could be changed is the speed of movement for the player. It felt a little sluggish, especially for how complex the spade attacks can get. Other than that, maybe a tracker for how many dice you have in your possession and a summary of the rounds when you die, but those are just some quality of life additions. Will definitely be keeping this one on my computer and playing it in class hehe. Great job^^

Really cool game mechanic and end goal. Too bad I wasn't able to play with a friend--I can see this becoming a fun little local multiplayer game. If development were to continue, would love to see some more environments around the play area rather than it being in the sky, but completely makes sense since it was a short turn-around. All in all, really enjoyable. Good job^^

I think this is the smoothest top-down shooter game I've played so far in terms of controls. Everything felt nice and responsive, and the sprint was intuitive. I think it just needs a bit of cleanup in terms of the ui. The hp and ammo indicators were in an odd place and hard to read off of against the light background. The animation of the die was super cute while still fitting in with the game. Definitely memorable. Great job^^

Great take on the theme. Loved the very chaotic feel, and the presentation was great. I did find the controls a bit annoying--it didn't feel as responsive as I would've liked, but I think it's better that way, with the pinball-esque gameplay and if more lvls were added, it's definitely something that the player would be able to get used to. Amazing job^^

Really interesting way to incorporate the die. I liked how the players kinda stuck with the weapon that they rolled until they ran out of ammo, I can see it forcing people to learn how to play with different weapons, and it gives the opportunity to add a little more variety to how powerful each is. I think that one big hindrance was having to press space every time to reroll, which really slowed down the pacing. Other than that, I think if you were to continue development, cleaning up the assets would be nice, but that's kinda just like a nitpick. Really fun take on the theme! Good job^^

Shiii man this is an amazing entry. The presentation--from the sfx to the art to the music--was incredible and set the tone perfectly. The inclusion of the dice was also extremely creative, especially the fact that there was a punishment for trying to roll too many times. I really don't have anything to add in terms of suggestions, so far, it looks really solid. Easily one of my favourite games I've played so far, definitely going to be playing again^^

So sorry you weren't able to get to play properly. For recording it was "record planetName". I think that to make it clearer, I'll put in some examples as a guide. Totally agree on the need for better guidance through the game, but I'll definitely have to take the time to think bout how to introduce mechanics without it feeling too heavy. Thanks for the feedback and I hope what you were able to experience was worth your time^^

I'm glad the atmosphere carried through! I actually didn't have a complete story finished, so there wasn't a specific thing per se, but the idea was to try and find stars that might have planets with life (very incomplete at the moment). I totally agree with the timer not being long enough, will be changing it moving forward. I thought a shorter play time might've been better for the game jam since people might not wanna spend too long playing a single game. In hindsight, might've gone too short haha;;

Yeah, so far the dice are pretty much a decoration plastered over a randomizer, so I'll try to incorporate them better into the gameplay. As for clarity, I can see that it might be kinda confusing, especially with the placement being a little far from the actual command box. Definitely will try to play around to see what feels right. Thanks for playing^^

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This was such a well-made game! Presentation, sfx, music were all incredible. I think the tutorial definitely needs to be revised--had to look in the comments to figure out what to do.

Unfortunately, I was only able to play the second level, as I tried to load the next ones, but I kept getting errors in the command line. Possibly tied to this, the tutorial cut off at the rolling the die part. I was able to see the up to the 2nd one, and it kicked me back to the home screen.

I would also suggest adding a way to return to the main menu, since I was only able to get back to it through restarting the app. Nonetheless, it was a unique take on the theme and would love to see this fleshed out into a full game. Great work^^

Was really excited to see another space game haha. I love the presentation, I can't really pinpoint what vibe it gives me, but it's really cool. I do think that the navigation was a little frustrating. I don't think it gives the feeling of "super out of control", but it would've been nice to see either something rolling, or even sfx since the story includes the dice anyway. Other than that, amazing level of detail for the time given for the jam^^

Thank you^^

Completely agree with the focus issue on the text box. Even when testing, I found it really annoying that I had to keep clicking on the box just to focus (though I did find that pressing spacebar brought it back into focus). Unfortunately, I wasn't able to find a quick solution and had to move on, but I'll be sure to fix it when I continue.

I agree, the capitalization issue was such a big oversight and I should've seen it coming. I also found that bug with the 2 word names and thought I got rid of the names with a space, (apparently not), but to be fair, it was a lazy way of fixing it, so I'll definitely try to come up with a way that it doesn't become a problem at all.

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Yeah, unfortunately, I wasn't able to go as far as I wanted in the time allotted. Should've really included a more comprehensive guide on what the player is looking for (the capitalized words in each description was meant to clue in the player, but it's not that useful without a guide haha). I'll definitely be trying to make the goal of the game much clearer moving forward.


As for the dice, I agree that they were nothing but a glorified randomizer, but I hope that I can add some more functionality toward them such as something triggering on doube 1's or 6's

Really interesting take on the theme. The environment looks cool and I love the idea of playing as a tiny die. Dunno if it's just me being weird, but I found the camera control really counterintuitive. I think for this kind of game, it'd be really valuable to have an option to inverse the controls. Additionally, I think the speed of the game could just be upped a little, especially when the die is getting up. Wish there was sfx, but that's just a quality of life thing. Overall, super unique compared to the games I've played so far^^ Good job  :D

The dice pad thing was perfect. Played way too many rolling games where it was a pain just to try to figure out what face is where. It makes it much easier to plan out moves. I did run into some problems with the sfx not playing for some moves, which was kinda sad because they sounded great. Great game^^

Presentation was incredible. Really enjoyed the art style and each fish's attack states. I think it could be a little more balanced since the difference between the player and enemy health was so big. Other than that, amazing execution, very intuitive to play, and fun^^

Really cool take on the theme. The animation was really well done and clean. I think there could've been some more sfx/animation for the dice--a few times I wasn't really aware about what changed. Other than that, it was great to be able to see the enemy's moves, gave a lot of chances to strategize. If you decide to continue on  development, definitely would recommend an opt to turn down the music. It was a good choice, but quite loud. Great game^^

MMm I really like that idea, seems like it'll make the player strategize some more. Will have to look into how to rig the dice without making them feel too predictable. Thank you for playing and glad you liked the art^^

Thank you^^ Will definitely fix the casing issue, not sure why I didn't consider it during the initial development since it's such an easy fix rip

Mannn this was so well put together! I love the concept of building your own dice, especially being able to switch them out throughout the game. However, there really should be a limit to the number dice of each that can be acquired, as Allifeur also pointed out, I was able to just spam the training dummy until I could go through without paying much attention. Also, it would be nice to have either checkpoints or the ability to auto-roll, as if you died on the third level, you'd have to replay the entire thing which got really tedious. Other than that, really tight design and fun game play that wasn't overcomplicated by too many different attacks/moves. Great job ( •̀ ω •́ )✧

Great game that's really engaging. I like that rather than making the player flip around and try to get the boost they want, they can just hover over, which makes the game much more enjoyable and easy to strategize for. I can't think of anything that dtastically hindered play, but I agree with Henry_Hamster that a way to quantify how much damage an attack does outside of "a few" and "a lot" would be helpful since the game gives the player so much control already. Other than that, amazing entry^^

Great story and twist on the theme. I don't have enough experience with VNs to comment on the structure, but little things like being able to decide the outcome of the dice and check already collected memories was a great touch. I think that with a little more revision to clear out some spelling/grammar issues, it'd be a pretty polished VN ^^ Great work, and I'll def be back to try and get a different ending

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Really like the way the concept was executed, and the gameplay is quite relaxing, especially paired with the nice choice of bg music. I think that there could've been more cohesion put into the UI/graphics: there were a lot of clashing styles and hard to read text because of the background. Other than that, I think this would make a great start to a more narrative-based game that I'd totally play^^ Great job!

Edit: Forgot to say, I think that the tutorial bit could be a little more concise/spread out. I pretty much skipped through it because I didn't want to read, but the game was pretty intuitive, so I think that it definitely can be condensed a bit 

This was so well done! The graphics were great, and the music was a bop, just wish there were more sfx. I think that the dice shooting's a little off, there were some times when my mouse was somewhere, and it just shot somewhere else, which got a little annoying at times. Other than that, I think the implementation of the random rolls were really clear--no explanation needed, which was refreshing. Overall great job  ♪(^∇^*)

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I get what you mean, I'll definitely try to  add more names rather than have them autogenerated (kinda got lazy there on my part), but the id system sounds like a good idea, so I'll be sure to try to implement that going forward. Thank you^^

Really cool idea! I think the collision needs to be reviewed, since a few times the dice clipped out of the cup. The controls were a little difficult to get used to, I wonder if binding the raise to the left mouse button would make it a little easier. Other than that, it was great and the music was rly chill^^

This is so well presented, clean, and intuitive. I love the aesthetic and the upgrading aspect makes it stand out among similar games. Not sure if it was because I played the web version, but my attacks always seemed to fall short or not be as responsive as I expected. I think someone else also mentioned this, but increasing the player's speed just a bit would make it feel a little more fluid. Either way, man, this was so well done^^

Ahh thank you so much for giving it another go^^

Definitely going to implement a lot of your suggestions, especially with the replay (first time developing a proper game and game states just slipped my mind, so that's gonna be the first big change I make haha).

I'll spend some time digging around to see if I can keep that focus on (I found that entering the spacebar also focused on it again, but that's not rly a fix).

Actually originally wanted to make it a web version, but I dunno if it was my browser or how I built it, but it didn't really want to work, but now that I'm not under a timer I'll be looking into it :D

Both the visuals and music were nice and clean, though I think that if there was even just more dice "imagery"? ex. showing the player rolling dice to determine level rather than having them assigned automatically, I think would keep the randomness while also tying it back to dice. Overall, really cool concept and definitely one of the most unique ones I've played so far--very refreshing haha ( •̀ ω •́ )✧

Thank you for not making it the full 45 degrees. You are a god. But in all seriousness, great game. The sfx were extremely satisfying, and the different mechanics were introduced at a good pace. Also, great number of levels, had a lot of fun and spent more time than I anticipated playing. Great job :D