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Hey, first of all i want to thank you for your awesome comment, you spent a lot of time helping us to improve and I am really glad and proud reading your message. Thanks, I will try to bring you some answers about the gameplay.

Answers:

  1. (if I don’t answer to one of your point like the first one, you will receive the answer from our lead dev soon enough ^^)
  2. Thanks, glad you liked our design, our artist made it with photoshop by patching together existing files to have a “nice looking” background. We added the text a bit late, so we had not enough time to upgrade it, thanks for the advice!
  3. The music is made with FL studio (with not so much of knowledge and skills let’s be honest haha). Our second artist made our characters except the “basic foe”. We did not have enough time to change it, that's why the basic enemies are just a recolor of this one, they were supposed to be changed. It’s from https://love2d.org/wiki/Tutorial:Animation the tutorial of Love2D x) We made the dice rolling to explicitly fit the theme! We tried to not spend too much time on it.
  4. Our lead dev tried to make it as clear as possible, and this is one of his brilliant ideas. Glad you appreciated it.
  5. We tried to reduce the time of the roll to have two actions a second (approximately). We’d love to make an adaptive speed depending on how many dice are rolling at the same time, this feature was not implemented sadly.
    (do not apologize for your comment, they are awesome btw!) Having a lot of dice rolling is a part of what we wanted, but yes, always having at least one action would be better for the game feel ^^
  6. The gameplay is not symmetrical. Every spell/action has a type “move” “attack” “support”, as you can see, your “attack” dice unlock the melee attack and the spell attack. Enemies have the same type of attack. But they are different as you saw. We have a runner, fast and not really threatening, the powerful mage with a lot of hp and deadly attack, the “oneshoter”, a red guy who wants your death haha. And so on. Not showing their abilities is a choice from us, both of our artists tested it and one of them understood every mechanic by playing “a lot” and the other one tested 3 levels and was not able to figure it out. At this moment we decided to not display enemies skills.
    (spoiler: some heal have mana cost other are free :P)
  7. Hahaha glad you liked it, audacity and some scream lead to that gasp!
  8. We had to make it more obvious, the quickest method was to display it in the corner, but yeah some juicy animation to make it even more obvious was needed here.
  9. It’s the core gameplay so far, avoid the attack as much as you can (since you know when they’ll occur with a list of dice) but do not miss you opportunity to hit the biggest threat. This balance is important to win every stage.
  10. Nice idea but you give too much power to the player, it’s deadly to skip for no reason, so you’ll have to think about it twice with our system ^^
  11. cf 6. , some spells cost 0! ;) 
  12. True! They are still ennemies haha, but we will not remove the possibility to use all your mana one this boss you had so much trouble to kill! Tea-bag him by hitting is corpse !
  13. This sound occurs when you try to do something you are not allowed to, like using a spell with not enough mana or performing an action which is not on the current dice.
  14. We forgot to put it on the mouse click! :o Sorry we did not realize it!
  15. Some of them are (like the walking part) others are from the randomness of the dice haha. It can result in a deadly man to man fight or a loooong skip session, it’s all about the Rolling Dice!
  16. (player heal mana cost = 0 :P ) We definitely need to make a good “level up” animation to display it, yes! To pass the level 18 you need a loooot of luck haha, it’s not “the end”, every enemies have a “weight”, and every level pool is made of the sum of enemies weight. So level 18 pool is 20 (for example), a magician weight 10, that's why you have 2 magicians, but level 17 pool is 18 so you can only have one magician or zero! Adding more enemy type would result in a larger diversity of encounters and harder gameplay, that’s how we made it. ^^
  17. We learnt game design by playing, and watching a lot of content (youtube is our teacher), so we tried to put it in our game ^^ Glad you liked it!
  18. (tech problem :3)
  19. Our initial idea was to have a different AI type, yes. They all try to reach you and attack you, that’s it for now! But we wanted to have some of them able to block you, or take you from behind etc. Too much ambition for a game jam, we had to make compromise ^^
  20. We are all really happy and proud right now. Your analysis gave us a big smile :) Thanks a lot!
    (Tech questions are not for me!! :P )
    I’ll thank you one more time, and hope you had a good time playing our game!

Wish you the best, and sir, seriously, stay this awesome <3

Thank you for the detailed answer. :) (You were not forced to address my every remark, I am a bit of a fussy nerd, writing everything down. XD)

10. Nice idea but you give too much power to the player, it’s deadly to skip for no reason, so you’ll have to think about it twice with our system ^^

Yes, I gave it some thought afterwards and realized it. So, it was not a ‘nice’ idea, but a terrible one. XD

13. This sound occurs when you try to do something you are not allowed to, like using a spell with not enough mana or performing an action which is not on the current dice.

This is what I understood; I was just noting the contrast between magic and mechanics/machinery. ;) (By the way, one game that mixes the two is Arcanum: Of Steamworks and Magick Obscura; never played it, but saw a video about it, and it seemed interesting, from the creators of the original Fallout and in the same vein, with an awful lot of freedom as to how the events depend on you.)

16. […] every enemies have a “weight”, and every level pool is made of the sum of enemies weight. So level 18 pool is 20 (for example), a magician weight 10, that's why you have 2 magicians, but level 17 pool is 18 so you can only have one magician or zero!

Cunning system, I like it. :) It reminds me of the general ‘bag’ concept, which is used at least in some versions of Tetris to select the next few pieces (RNGenie Corp from the game jam used it; funny game by the way, try it if you did not ;)), except yours is weighted.

stay this awesome

All right, I’ll try. It comes naturally to me, though. ( ͡° ͜ʖ ͡°) *stated in a deep Duke Nukem voice*
More seriously, I wish every game got its well-deserved review and its fair share of votes. I tested almost exclusively few voted-on games, yours was on the list. ;) It’s unconscionable my comment is the only one you had, and you had this few votes (while some clickbait thumbnails skyrocketed in popularity)… ._. Of course, votes are not an end in themselves, but it means less people came to see your work.

I created a personal collection Petits bijoux (that would be Little Gems in French) where I put your game as an inauguration; I am a total nobody (so, do not expect to get on the news XD), but still. :) (I may add other game jam games there, I have yet to decide. I put No More Mr.Dice Guy in Humour, but I wavered a bit with letting it in the other category. XD)

Alors là !! Je me permets une digression : je viens de jeter un œil à ton compte par pure curiosité, j’ai vu le titre Aventure en français, alors je me suis interrogé, je l’ai ouvert, et je vois que… c’est un jeu de game jam Gamecodeur, alors que j’ai moi-même participé à une game jam Gamecodeur ouverte au public (la 36, sur vThumby) tout récemment (ma première game jam) !! :D

Je ne savais même pas que tu étais français. Le monde est tout petit ! ;)

Bonne continuation en tout cas, les gens. :)

En effet le monde est petit haha. J'ai suivi la formation gamecodeur pendant un moment, mon affinité avec love2d vient de là :P !

Bonne continuation à toi aussi, et reste comme tu es, t'es un vrai bonheur à lire ^^