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A jam submission

Cactus WimpOutView game page

Stack up big numbers. Snack up big friends.
Submitted by Rogapol Interactive, burritoEclair (@jondrain), MOTHER Audio (@Ratacriko) — 3 hours, 7 minutes before the deadline
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Cactus WimpOut's itch.io page

Results

CriteriaRankScore*Raw Score
Audio#123.6744.500
Graphics#273.2664.000
Fun#312.4493.000
Gameplay/Design#342.4493.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

What would you like feedback on?
Is the game intuitive? Can you figure out how to play from the information in the game? Is the core gameplay fun?

What did you update?
https://boykala.itch.io/cactus-wimpout/devlog/414125/cactus-wimpout-post-jam-update

Name of updated upload (if downloadable)
Cactus WimpOut postjam.zip

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Comments

Submitted(+1)

So compared to the original, one thing that I can see really improved is text readability. Before you had black text on top of an enemy that made it hard to read, and the allies were hard to read and you could highlight over more than 1 at once, but now it takes you to your own screen. It also seems like you get your health back? Now also the dice disappear, which does help in understanding that those dice have been rolled and can't be undone. I was confused about what that blurb meant in the description about blue dice being fixed and yellow dice being changeable, since I played v2 first, but now I understand that only applied to v1.

Easy minor thing that could alleviate confusion -- ZONK should not start appearing until after your roll finishes. Right now it starts appearing as soon as you click the button, which makes the player think they did the wrong choice (which they kind of did, but it was really luck, unless they chose to reroll like 1 die which greatly increases the chance for ZONKing).  Plus it doesn't feel right -- the die is still rolling, how does the game know I've ZONKed already (like obviously the RNG is determined immediately and the animation is just continuing, but talking about feel).

Now I guess there are some weirdnesses to the game's rules. Such as, why do I have to select all the dice to attack? Selecting your dice never makes your attack power go down, so you always want to click everything before attack, but then you have to actually do it. At first I didn't realize how to reroll, so I was literally just rolling, clicking everything, and attacking, and that got me through the first couple rounds just fine.

I think the reason I didn't understand how to reroll at first was because it only works I think if you have at least some amount of attack damage (?). Otherwise clicking the button just doesn't seem to give you any feedback or anything -- you could maybe put a message telling the player as such if nothing happens what they're doing wrong.

As for choosing a partner, my brain couldn't really comprehend the strategy of examining the die numbers so I kind of just picked the dudes with highest HP.

Anyway, the art looks nice, I like the moving background and character style, very Earthbound-esque. The allies orbiting you also add some motion to the game, which looks better than it did before with them just being grayed out in front of the player.