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(+1)

What a brutal and unforgiving difficulty. Not really in a good way but hey, at least it was short.


The time limits just were not fair for someone playing for the first time. Those seemed more like three start platinum medal par times where there was like zero room for any errors. I'm not sure if it would even be possible to beat the last levels on first try and not abusing learning the numbers and taking advantage of the between time to already start moving.

Really felt uncomfortable with the control scheme. Could not get accustomed to it at all, it should have been the reverse in my opinion. Especially bad when on the edge of the screen and there was no more room to click outside to get back.

Also didn't seem logical how the small dude in the corner was still blocking the huge dice from falling without thrusting at all. Then you had to do the awkward fly downwards and usually get slung to the spikes because of it.

Some minor logic/timing issues with the lose/win checks as you can achieve both but the lose options come to top.


The speech bubble being on top and blocking like half of the play arena was a horrible choice. And I even think your number requirements more often than not needed rolls to that direction.

It looked pretty nice. Simple pixel art and a pleasing (yet unusual) color palette. The look was cohesive too and nothing really popped out. Everything audio wise was fine too.

Also, your dice is a scam too. Five and six are not on the opposite sides. 😅

Anyways, good job! 👍

I really really appreciate such honest and thorough feedback and critique! I pretty much agree with every issue you had the game and was totally understandable, a lot of those things I do really wish I could've gotten working in a way I enjoyed more in the time frame, and I'm definitely gonna put a lot more focus in on polish and getting a bit of playtesting done before release next time around, and I learned a bunch with this being my first jam! 

Thank you, though, for really compiling all of the major issues in one place, it's super helpful for me and I need to dedicate a lot more time to level design and testing in the future instead of speedrunning just trying to get it functional and having a few levels lol.

Thanks for the advice dude hope you had a great jam!!

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Oh it was you first jam. Were you solo too? I'm guessing it wasn't your first game ever made though cause the scope was decent and everything (almost) worked. The balancing was the biggest issue and of course it can be easily fixed afterwards but it's always very difficult thing to get right when you're the only person who has played the game (and probably a lot more than most people ever will). Shouldn't feel too bad about it, I usually fall to the same pit and I have around 30 years of game dev experience and dozens of game jams under my belt. 😅

And the other "big" thing, the inverted controls, might just be a personal preference. Looking at the other comments, I guess I'm not the only one though. I guess it might be more natural for most people to make the character go towards the cursor. But yeah, kinda in the same vain as inverted y-axis on look controls, wasd vs arrows, jumping with up or separate key. Nothing really fits everyone so it's best to try to cover as much as you can.

Everything else was just very minor things that I'd just do differently. But I'm no authority on game design, just throwing in my two cents. 😜

Yup was workin solo! I've had some unity experience over the past few years and like a construct 3 game but nothing too crazy and wasn't very knowledgeable til the past month and a half or so when I really got kicked into gear working on a real solo project in unity and its been a real great time! Super appreciate your opinions and encouragement dude it means a lot coming from someone who's been in the space for so long!! :~)