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(+1)

Really cool dual purpose design done very well.  The presentation and game feel is great too.  It's super fun and I enjoyed it quite a bit.  I would have like the ability to use the double jump after falling off of a ledge.  The dynamic of the game changes rather dramatically once you get past 1200 or so.  Blocks are overall less common (which makes total sense and I like how you have to start jumping on to falling blocks more, that's super cool), but bullet blocks seems to be less common as well, instead replaced with an abundance of nuke and healing blocks.  Combined with the nukes appearing to only damage the black skulls, this makes the game at this stage more challenging in a way I didn't enjoy as much.  The bullets are a core part of interacting with the world, so by limiting them so much, the player has fewer methods of interaction to chose from.  I'm not sure what a solution to this would be, if you even consider this a problem (because if this is entirely intentional, that's totally fine), but having blocks that mix and match faces with bullets, health, missiles (which I felt were very rare), and nukes might be cool since it would make strategically shooting a block potentially more meaningful and let you have even more control over the ratio of block faces at any given time.  Sorry, that was a lot and perhaps too much in the weeds, but hopefully it's somewhat helpful.  Overall, this is wildly impressive on practically every front for something made in 48 hours and I would love to see where it could go with even more time.  

(+1)

Wow thanks so much for your comment! lt's awesome and VERY appreciated :D The spawn rate of the dice is something we'll be giving more love to for the post-jam version, so definitely keep an eye out for that! Also, the nuke is a little buggy and will work on all enemy types. So lots to look forward to! Thanks again for your amazing comment – and thanks for playing :)