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(1 edit)

Ok, so neat concept, execution could take some work.

The good:

  • It works! It's fun! It's like a cookie clicker - click the cookie, buy a cookie machine, a cookie factory, etc.
  • Your score counter goes into E-notation! Your game didn't break because of success!

The bad:

  • No clear success state. No change in gameplay after a certain point - the gameplay is exactly the same as at the beginning. The game just goes into e-notation and that's it.
  • The shop doesn't react to my success. If I have a +250 bonus to that face of the die, I'm not going to care about upgrading my upgrade die so it does an additional +2 to the selected face. I'm just gonna keep rolling my main die. If I could buy +20, +50... etc upgrade die faces in the shop, that would be neat.
  • You have lots of unused screen space everywhere. Put the tutorial on the side of the screen so that I don't have to remember the tutorial I read once at the beginning. Put a legend next to the shop so I know what all the things I can buy do. Put the explanation how to do the upgrade process next to the workshop.
  • This may be personal taste, but all growth is linear. There never will be exponential growth to infinity because every cycle only adds. It would be cool if you could buy an upgrade that let you add a percentage of the last die roll to that face instead of a fixed amount every roll as is currently the case.
  • I didn't have any sound whatsoever.

The Bug:

  • Press A to go to the workshop, wait for the die blueprint/schema at the top to extend/fold out fully, go back to the game table. The game will pretend the die has been thrown to the same side you left it on. Just upgrade this one side ad infinitum and reap the rewards.

This is a cool game. It's a tad boring at the moment, and the absence of a success state is sad, but it works, it looks neat and it wouldn't take a lot to make it a great game.

EDIT: I had the idea that you could choose to pay more to roll the upgrade dice, with the result being multiplied. If you pay 1k instead of 20, the result is multiplied by 50 etc.

Thanks for participating and I hope we'll see you in the next jam as well!

Thanks a lot for your feedback. After the jam (or shortly before it ended) I was just devastated. I didn't have enough time to finish it. I wanted to have sound, more intuitive gameplay, some progression, stuff that'd make the game complete, but I just couldn't. Afterwards, I was just so fed up with my terrible code and lack of completion that I just wanted to let the game as it was. Don't get me wrong, I think it was an important experience for me, I learned a lot and I won't do the mistake that lead me to run out of time again (mainly trash and disorganized code) Basically, that Game Jam humbled me

But reading your comment, and seeing that the game is actually kinda fun, now that's something I never even considered. I always thought that because it lacked playtesting and juice, it was just a good idea that wasn't complete, meaning that it was hot, uncontrolled garbage. And I was ready to leave it at that, even knowing the potential of the finished product.

But NO. I won't. I'll finish it. Starting with sounds, progression, more content, better indication of what to do. Thanks for giving me the strengh

Also, for the tutorial, I basically just did the screen 30min before the "end" of the jam (7pm, not 9pm), and while it was painful to let things like THAT in the game, it was either that or nothing at all, so sorry for the wall of text and then NOTHING ELSE, but it pained me a lot too.

Anyways, thanks in general for giving my incomplete game a chance, it really means a lot, and seeing positive feedback on my half-backed project gave me confidence. Thanks a lot, random stranger on the internet ;) 

And thanks for your last idea, I'll shamelessly take it and call it mine ! (jk, but that's interesting so I think I'll do something like that)