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I got 49! I really like the visuals and audio, they fit together perfectly. The risk-reward consideration of choosing between rerolling enemies or yourself also prevents stale gameplay. The game also runs nicely on my potato laptop.

It might be intentional in your game design, but the fact that you can die from a killed enemy was a little annoying when I first learned it. I would either disable their hitbox completely on death, or increase max HP on the player (maybe with some regeneration/max HP upgrades too?) so that the player can learn this without losing a good run.

This might just be me, but I also didn't feel the choice between rerolling yourself or rerolling your enemies mattered that much. No matter what you do, it might be positive or negative. Maybe you can change it so that the effects are displayed on text before the choice is made, and both sides have one random debuff and one random buff? E.g. left: "+20% player speed, -20% rate of fire" and right side: "-20% slower enemies, +1 HP on enemies". This way the player can prioritize based on their situation and favourite playstyle, and even stack similar upgrades. You could argue that the game loses a bit of the "roll of the dice" theme if the player knows the random outcomes though, so this might be a ridiculous suggestion.

Out of pure curiosity: What exactly is causing the 70/71 bug you mentioned?

Thanks for playing the game!

Yes, the enemies being able to damage you while falling was intentional, to play with the verticality of the levels. But, it's definitely something I'd understand people not enjoying, so I'd likely change it if I was to turn this in to a full-game.

I'd also agree with the idea of adding more depth to the dice rolls. I get what you mean in how your idea would take away from the "roll of the dice" theme, but it would definitely add a lot more strategy and is a really good suggestion.

Also, the 70/71 bug is there because I have the enemy spawn rates increase as your score does. The spawn rate is supposed to increase after 70 points gained, but I accidentally put the score check to trigger the spawn rate increase if the score is over 71, rather than over 69. A really stupid mistake really, and something I was able to fix instantly, but by the time I found out it existed in the first place the submission deadline had already ended.

Ahh, understandable. Bugs like that are pretty much unavoidable when making a game in such a short time