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Fired Eyes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #567 | 3.657 | 3.795 |
Creativity | #631 | 3.706 | 3.846 |
Presentation | #691 | 3.854 | 4.000 |
Enjoyment | #775 | 3.410 | 3.538 |
Ranked from 13 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
You can roll a dice. The dice eyes on top determine the attack pattern
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
Really cool graphics!
The animations are really satisfying and the puzzles are great, they took time for me to figure out but at the end it felt rewarding. Scene transitions are a thing I always forget doing in my jam games (including this years one lol), but in your game it is amazing!
Oh, and a thing I forgot is the music, it's really incredible, not many jam games have self-made music.
The visuals and polishing are top notch for a 48-hour game. I absolutely love the water shader. great work!
Thanks for the comment. The water shader was actually made with gamemaker´s built in "Heat Haze" function. It looks that way because the game is being downscaled and the colors kinda glitch out.
I HAVE DEFEATED THE DARK WIZARD!
Thanks for this game! It's not often a jam game comes with lore, a slick aesthetic, and mechanical depth. I quite enjoyed the mix of luck and micro strategy. I loved figuring out a few tricks like grouping enemies together to make them easier to deal with when they got into tricky formations.
One thing I noticed design-wise is that the possibility space is a little too big to play this as a pure chess-like puzzler/tactics game. Not that it's a bad thing! I actually quite like puzzlers that force you to deal with this sort of fuzzy situational stuff (not just pure logic). Since I dont really know all the possible combinations that will spin out from any particular face on the die, so I tended to roll my way into a scenario and just kinda play each turn as it went. I also developed a habit of rolling back and forth between faces I knew would reliably come up rather than try to visualize a 3D die in my head and plan things out. I liked the weird ways I came up with for not having to actually do the hard work of deep planning. Some people might criticize this sort of "fuzzy puzzle" but I'm interested in games that approach puzzles in a way that you have to " surrender to the situation" in a way.
The only other critical thing I have to say is that I would have enjoyed movement and fire animation to be sped up like 2-3x and add an autozip to the door when it opens. The movement timing felt pretty tedious at times and could be a major sticking point for people who would otherwise really enjoy this game.
You have a really strong concept and aesthetic here, and you delivered with a game that kept me playing until the end! Great work.
Thanks for playing the game to the end and the in-depth feedback! It is seriously really helpful.
I love visuals.Good job!
by the way could you play and rate my game?
Thanks for the comment. I rated your game
Really cool art and mechanic
Really cool art style!
We enjoyed it in our stream a lot!
Very enjoyable. Took a bit of time to understand the mechanic but had a lot of fun.
Very pretty game with easily readable attacks and movement.