Never though of it, but that's a really cool idea. Perhaps the hell dice could've worked like that meaning it is even higher risk / higher return if you want too.
MathewHD
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I personally thing there is already at least some tactics involved especially with the dice that make you have permanently one dice left and the dice that gives you permanently one dice more meaning you have to keep a balance. But I definitely agree that more dice would've been helpful. Thanks for your kind feedback :D.
For the bug I saw that last minute and have a fixed build ready but didn't have any time to upload. But yeah thanks a lot for your kind feedback in retrospect the timer for the turn doesn't make a lot of sense and could have probably been skipped as well.
For the dice there are currently only 3, which behave differently but overall it stills depends on you rolling higher numbers than lower numbers. That's why they still feel kind of similar.
The only difference is that the Hell Dice (ha really strong increases if you hit a 6 you get 120 followers), where as the Nature Dice can't add more than 20. Additionally the Hell Dice causes you to permanently have one dice less where the Nature Dice causes the opposite.
But yeah thanks for the nice feedback and we'll see if we ever add more dices to the game.
The reach the number sound effect is really loud compared to the others and sometimes you hit another dice while trying to kick of one (not sure if that is intended or not).
Also the dice has to be perfectly on the huge dice to count meaning if it leans on another dice and isn't completely on the ground it doesn't count same with dice that are still jumping resulting in repeating the sound effect a lot of times.
The only thing it misses is some kind of goal besides trying to get a high score. But overall really creative idea and very well done the visuals look amazing :D.
Really cool small puzzle game. The background music is a little bit silent especially compared to the dice roll sound (perhaps randomly changing the pitch on the dice roll sound would help as well), because sadly it gets a bit repetitive after a while.
But gameplay wise really well done I especially love the idea with rolling the dice the exact way so you can hit the correct number of faces on the point in the map you need. The only thing it misses is some kind of animation for the roll but overall really well done. Especially for a 50 hour game jam.
I love that the keys actually move differently for every song. I don't know what wizardry you actually used but converting a MIDI file to the actual piano keys being pressed is incredible.
This can be used so for many situation, for example even for a horror game this could be cool where a creepy songs starts playing and the piano keys actually move by themselves.
Overall really cool and creative idea for a tool and amazingly well done.
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The project intrigued me so much I even had to have a look at the source code. I did see that you used DRYWETMIDI to handle midi files. I can also see that you watched the Pause in Unity WITHOUT Timescale video for your Pausing ;P and I appreciate how much your worked with Custom Editors to simplify your workflow (recently got into that as well).
Overall really cool project I do hope it wasn't to tedious tough to enter the animation state for all the keys tough XD.
Btw. I would recommend putting your files into a separate assembly so it doesn't bog down compile speed when a user that uses the package makes changes to their code.
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PS. the title might be a bit confusing tough I'd rather choose something like "MIDI piano animator" or something in that direction, because currently the title makes you think that you can press the keys yourself even tough what you currently have is, in my opinion, much cooler.
> Also for whatever reason, the lerping functions don't seems to work properly, they just wait and then instantly update at the end.
Did you enter 1 into the granularity field. The WebGL build isn't completely self explanatory, because it is more meant as a tool programming wise. But the granularity is how many steps it will take to decrease to the given endValue in the given time frame. Meaning if you enter 1 it doesn't actually lerp. This might be what happened, because at least for me the Lerp works like expected.
> Playing a clip when another is done. (nice because many songs have an intro that plays once, and then a looping part)
The AudioManager WebBuild sadly does not show all the possible features because some features aren't that easy to display via. a simple UI interface, but there is a method that allows to subscribe a callback at any point in the songs time, meaning you can easily just subscribe to the end of the sound and then start playing the next one.
> StopAll/PauseAll/FadeOutAll functions that can be called when pausing the game
This should also be possible, because the tool has integrated support for AudioMixer API, meaning if you enter the outputAudioMixerGroup on the AudioSource, you can change multiple sounds at once --> There is even a lerp version that allows you to change an exposed Parameter on the AudioMixer for all AudioSources that use it.
If you ever want to have a look at it or use the tool theres a github page with detailed documentation on the features. https://mathewhdyt.github.io/Unity-Audio-Manager/
For all the other features, will definitely take note of it thanks for the feedback definitely highly appreciated and I'll see what I can integrate :D.
Very clean and easy to use. I especially love how easy it is to export and import the .json files. So you could actually use them for making dungeon maps.
I especially love that there are even some integrated generators the only thing that would be nice as well is that the dungeon generator also adjusts the canvas size to the size it actually needs. So if you enter 20 as the max size, if it creates a size of 20 it also by itself increases the canvas size to 20.
Additionally the extra features menu comes in the way to actually seeing the canvas so perhaps moving that to the left of the screen could be helpful as well.
Besides that tough the entry is really cool and very well done.
Overall pretty good project, I really love the overall UI and aesthetics of the project, the name generation seems pretty effect, but there might not be enough variation, because it happened in a lot of cases that I got the exact same name after 5 clicks. Perhaps a bigger pre-set list or ensuring a name with the same components doesn't appear again for a while could work to fix that.
Overall really well done. I especially like that you have a button that can directly copy to clipboard.
Yours Copcha
I really like the overall look of the game the pixelated 3D graphics with the amazing music with a increasing heartbeat is incredible it completely immerses you in the world. Sadly tough the controls feel really sluggish, I know it is not realistic if you want to change the direction the spaceship is flying in, but I personally think the controls would work better if it would change the actual flying direction much faster instead of dragging behind your actions. Because this is the part of the controls which makes controlling the ship to fly through tight corridors and maneuvering in small rooms really difficult.
Besides tough really amazing game and for the aesthetic feel of the game and the music in combination I would rate your game already as one of the best in this jam.
Overall really cool game, I really like the overall aesthetic and charm especially the music is very good and fits the game really well, sad that it does not loop tough but stop after it has finished once :(.
Nevertheless the game felt really good and I really liked the controls. I also think it would be pretty could if you could control the game with the arrow keys.
Additionally sadly It seemed to bug out I just completed a normal run and lost all my edges, but I just couldn't die as you can see in the screenshot below I', already Level 25 without any Edges and I'm simply not dying I sadly don't know why exactly that happen.