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(+1)

I really like the presentation a lot! The game looks good and for the most part is totally readable. it's pretty clear where you need to go and what you need to do.

Having said that, this game is WAY punishing for some that is so heavily reliant on RNG. The paths are extremely narrow and once you're stuck on  a bad roll, the recovery time is WAY too long. Like, one of the first rooms with a chicken on the narrow path is one of the most difficult to pass. It also takes extremely long for the actions to come out. so you can get a good roll and still the chicken will knock you off before your sword even comes out. So you not only have to be really lucky, you also have to have perfect spacing with enemies -- a difficult task when the physics can be a little janky (I clipped right through the floor once!). 

This can be especially annoying in the later half of the game. You get a bunch of power ups and whoops! spacing is just a bit off and you got lobbed off the side with no recourse. That feels bad. 

It's not a bad concept, though! I think if you had a simple lives system and the attacks just came out faster, you'd have a neat little game on your hands.

(+1)

I appreciate the well-thought (and well-communicated) feedback! I'm glad that you enjoyed it overall :) I had some ideas for health systems, but only had one day for the jam so couldn't get to all the bells and whistles. Some thoughts I had:

1. Every 3 levels earns your a backup "life". You can only ever have one backup life though. (Respawn at current level instead of full restart)

2. Collect blank dice along your travels as "lives". The game felt a bit too short for that though.

3. Have two characters at once and toggle between the two. When one is rolling, the other is getting setup to roll.