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abmarnie

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A member registered Aug 09, 2019 · View creator page →

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Nice job!

Absolutely beautiful experience

Thanks for the suggestions; everyone seems to be in agreement that there should have been more strategy involved. Glad you enjoyed your time with our short little game!

Thanks!

Glad you enjoyed the game!

Thanks! Your suggestion is on point. Game could use a lot more choice and strategy. 

Glad you enjoyed the game's charm. Our talented artists, designers, writers, and sound people did amazing with the assets.

Thanks for the compliments!

Unlucky

Thank you, glad you enjoyed the game.

Very fun gameplay with tons of polish. Great job.

Thanks! Agree completely. We sort of had a visual dice roll system planned (including animations for Beebo himself rolling dice), but we never got around to coding it in. As for more variance, you are very right, that is something that is totally missing at the moment. 

Thanks a lot!

Thanks!

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Thank you for the feedback! Agree completely, should have given more feedback to the player exactly what the outcome of the roll was.

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.

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Enjoyable puzzles. Difficulty was perfect. Very high quality game. My only complaint is the dice aspect of the game felt shoe-horned in as graphics without any effect on gameplay at all (no RNG). 

A lot of love and care went into the art and it shows. Despite dying twice, the checkpoint system saved me and let me get to the end fairly easily. 

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Surprisingly addictive if you like doing quick simple mental math. Presentation is very nice as well.

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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 compliments. And you are right about the button alignment issue; I originally made the game to be played at a very specific resolution, which turned out to be a big mistake. Live and learn!

You have a very valid complaint regarding how simple basic strategy is (especially for those with Slay the Spire experience). Unfortunately, I did not have enough time to finish the plethora of gameplay mechanics that our designers came up with. Greatly appreciate this feedback.

It's great that you had fun. And those are very good ideas if we ever work on the game in the future!

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 am glad that you enjoyed the art. And your complaints are pretty valid. Do you have any suggestions for additional choices to make? Or do you think simply speeding up the animations would make things less of a slog to get through?

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. 

Golf games are classic fun. The dice roll mechanic offers a very creative and unique twist. The start menu leaves a good first impression, the graphics are simple but pleasing, the music is chill, and the sfx are on point. No complaints here.

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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?

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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. 

Clean and unique game design. A little esoteric at the start, would be better to put the tutorial in the description. But other than that, the only thing it is truly missing is sounds.

Very simple but fun puzzle concept. Creative, but fits the theme nicely. The only thing it is missing is music. I also found having to restart completely if you fall off to be annoying, but I can respect the design decision to make the game challenging.

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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. 

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 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.

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Very fun and cute arcade game. Amazing in every respect. Making the character a die, and literally rolling to randomly switch weapons is very on theme.

Somewhat uncreative, but at least it is very polished with no major bugs, which is a huge accomplishment for a 48 hour jam. Leaderboard system was a great idea.

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.

First.