great idea! congrats on the top 100
Roobicorn
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I got to 3 after at least an hour. I think it's basically luck of the draw to be able to complete it.
Nice idea, but sadly not as fun to play as I hoped, but definitely has potential.
I'd suggest tweaking the randomness of the tetrominoes , or changing how the blocks are added when you hit re-roll (or some combination of both); I'd at least allow the shape to be rotated before it is cut out of the block.
Maybe try drag & drop controls instead of clicking each block to build the shape?
I didn't hear any sound or music, maybe a glitch? This plus some added colour and visual effects would help a lot.
Anyway, still great effort getting this idea up and running in the game jam. Hope to see more!
Really fun little game, good art style and a funny interpretation of the theme.
If you continue to develop it I'd suggest small tweaks to the gameplay like adding a tiny bit of knockback to enemies when you hit them, otherwise it's easy to get overcrowded. Also maybe add a high-score board?
The only bug I found was that the high-score doesn't reset after game-over. Or it does, but as soon as you score points it reverts back to the old high score.
Great Job!
Great effort. The presentation is excellent, especially animating all the randomly generated sprites, and the 3D dice rolls still feel nice and smooth on top of the 2d pixelated graphics.
The gameplay is simple but I found it quite addictive (played 5 or 6 times, highest level I got past was 10). However after a while it got repetetive, I found the best strategy was to stay still and roll the attack dice until I got enough ranged attacks to pick everyone off which does get old after a while (shooting 2 enemies at a time is very satisfying though!)
I'd suggest adding a healing spell, and maybe letting you hold onto a melee attack in case an enemy comes in range next turn. Also some music would be good too.
Further development, maybe you could add loot pickups with potions / power-ups?
Good idea, and well presented, feels a lot like Baba Is You (a great way to score points with GMTK!).
You have some good ideas for additional mechanics too, like the ghosts who mimic your movements, and where the shape of the room restricts where you can roll. There are some good elements for puzzle design here.
I think the dice roll mechanic could have been executed better though, the dice don't behave the way they should when they are rolled. (eg, if you have a dice with 6 on the top and push it over twice in the same direction, then 6 should be on the bottom, so if you roll it twice again in any other direction 6 should be back on the top. This didn't happen in the game which means the player kind of has to roll the dice randomly around until it lands with the right side up. If the goal was for the dice to have random numbers when they are rolled this isn't really clear, and also makes solving puzzles very frustrating for the player.
I'd also take a look at how a dice is set up - ie, how each face connects (opposing sides on a conventional 6-sided die always add up to 7).
Good work, I hope you develop it further!
Great concept, Reversi with power-ups and dice mechanics. Good game design, UI, art, and sound effects (I see you used pre-existing assets, but they fit well).
I only played through once, but it seems that if you're good at capturing opponent's pieces, then the roll of the dice doesn't really matter? It does help if it's a close game though!
I'd try out small tweaks to the GUI, like showing how many dice you have left in the bag, and how many of each type you have. Also I wasn't sure if higher numbers on the powerup dice meant a more powerful effect (can pull, push or destroy more dice/from further away) or just a higher score for that dice.
Anyway, really impressive, good job!
Haha, a fun take on the theme: trying to dice veg while it rolls!
It's a fun little simulator, the 3D physics work nicely, and the textures stay consistent as you cut the shapes up. It was a fun surprise for the dice to appear, but otherwise I only got the cucumber - maybe add some more vegetables if there's time?
Also perhaps add some win-conditions for different levels? say chop it into x pieces, or make no slice bigger than a certain size.
Nice work!
Nice take on the Idle dungeon crawler. I like the mechanic of 'upgrading' the dice by increasing both the max and minimum values. If you continue to develop it would be good to see more dice mechanics (maybe elemental spells/enemies - you attack with ice or fire depending on the dice roll?) and more alternatives of characters to add to your team.
the 8 bit art is cute, would be good to see more detail if you have more time.
My only criticism besides the known bugs is that it took me a second to understand what was happening, the animations & dice rolls are a little quick.
Nice little arcadey tank game. Reminds me a lot of Battlezone, but with a couple twists like the ramming enemies.
The connection to the theme feels a little tenuous - looks like you've just labelled the health bar as 'control'. Would be good if damage affected the controls of the tank more significantly.
Still, great work and well done for finishing!
Nice concept. Definitely fun when the panic sets in and you're trying to find the right combination of effects as the enemies get closer.
I think there could be more clarity about what the different effects do. Sometimes I seemed to get a dud even without a skull selected, and sometimes I had a skull selected, but the gun worked fine. Not sure what the difference was.
Really love this game! Great colour and style, fun and challenging gameplay.
Reminds me a little of The Flame In The Flood, but in a good way, not derivative at all.
I don't really understand how the cages work.
I'd love to see you expand this further - Saveable progress maybe? and multiple levels with different challenges? or at least have a leader-board so you can try and beat your best distance.
Great work!
Nice idea, I won both games! Sometimes the randomisation of both the piece-type AND the available moves is frustrating - like I finally get the right weapon, but now I can't take the opponent's piece with it because I can only move diagonally. Maybe randomising only the movement, or only the pieces would make it easier to strategise... but then again, that's not the point of this jam!