Nice job!
abmarnie
Creator of
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Very technically impressive for 48 hours. I did find sometimes I did not get a spacebar ability to use, and when that happened it could be extremely difficult to find the crystal in time, especially for the ice levels. Overall though, great game to be proud of, and fun for those that want a tough challenge.
More like a short series of comedic vignettes rather than a game. Animations are very nice and technically impressive. My major complaint is the level resetting automatically after you do something is a bit of a bummer (it seemed like it had the potential to be a fun little sandbox otherwise). Also, dice rolling to choose actions could have been easily replaced by selecting from a menu or being context sensitive instead. But I guess you had to incorporate the theme somehow. Overall, definitely worth playing just for the sheer creative weirdness of it.
Love worms. Randomize weapons based on dice roll works well, but I do feel like the weapon balance is a little off (the pistol seemed very weak). The only thing it's really missing is enemy AI, as I have no one to play with 😢. If you have IRL friends to play with and enjoy this genre, I could imagine it being very fun to play.
Thank you for the feedback. It is true that the gameplay is very luck based. Perhaps we could have improved things by giving the player more on-screen information to help them make more meaningful decisions (like the exact value of their health, how damage or block values are calculated via die rolls, and how elemental imbued attacks affect damage calculations). So you definitely have a very valid point.
Thank you for the feedback, I appreciate it a lot. The reason why it was not done that way was because it might make the game too easy. For example, if the attack roll is only 10, while your defense roll is 40, the choice becomes a no-brainer. Still though, you are definitely on to something. The game for sure needs a lot more information displayed to the player.
I was able to beat the game on my first try. The only suggestions I have are:
- make it more clear that rolling (especially left click) deflects attacks and kills mobs; the animation makes it a little unclear
- consider adding an indicator for when you can actually attack (either a visual indicator, or a sound effect, or both); there seems to be a slight cooldown before you can attack again even after the animation ends (for balance purposes I'm guessing), but it isn't communicated, so a lot of inputs seem to get "eaten"
The highlight of the game is definitely the boss/enemy AI. It is very well made, with a variety of interesting attack patterns to dodge and deflect back. Overall, the gameplay is great and has well-fitting visuals and sfx. What more can you ask for in 37 hours?
Very fun and polished game with a very cool aesthetic (both visually and audibly). A few tiny changes I would make:
- make spacebar input act as a roll button for convenience, or have the game auto-roll at the soonest possible time so that you only have to focus on one thing
- make dice "roll" text only be displayed (or flash) when the bar is actually full (so that it alerts you when you can actually roll)
- having a cool moving background or something that matches the aesthetic might elevate the experience quite a bit
Overall, a great game.
Very unique physics-based puzzle/strategy game. If I were to change one thing, I think having a timer for when the attack comes feels very out of place. If there was an "end turn" button, it would have been much more chill (which fits the vibe of the music more). Overall though, extremely creative and fun game.
I casually played a few times and had a score around 60 on my last attempt. It works and had no major issues (except for mute button not working). Glad there was a tutorial, even if just a text screen. My only complaint is that the location of the cow spawns was a little unclear to me. Quick suggestions:
- maybe add a sound effect for when cows spawn
- find a way to better communicate where they spawn (dice was a little unclear to me)
- add a leaderboard system, or maybe some kind of progression system for the player to work towards to add replay value (after you abduct x cows: maybe move onto next level, or maybe you unlock something for your next attempt, etc).
Overall, a quick, simple, fun game. Could see this working decently on mobile with touch screen controls.
Simple but nice concept that fits the theme well. Reroll mechanic adds some basic strategy. Cute graphics and sounds. The main problem is it's very short, but that's to be expected given the time constraint.
If you do decide to continue work, I recommend targeting mobile platforms. Adding more gameplay mechanics (even simple RPG systems, like an exp bar or stat upgrades) would go a long way. Also bumping the difficulty down to 1 slime instead of 2 for the first encounter, and making the gameplay faster (faster animations, etc) would be great.
My game is pretty similar, you should check it out.