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Alec T

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A member registered Aug 19, 2019 · View creator page →

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I like the idea of being able to knock the king away using your dice

I liked how the "phase of play" shifted between running away and hunting out the matching die

once you get the auto-rollers this really turns into a great idle game. I had a lot of fun planning out my rows of 6's to get the most likely triple payout. I could see these getting exponentially more complex with just a couple new die types! 


the polish of the SFX and graphics is spot o, love the rolling sound and the little dice wiggle. well done!

What I love about this game is that it really fits the theme, while also not being all luck. There's some really skill and finesse needed to flip the dice just right... which I dont have haha. I wasn't able to get a 3 dice meal correct, but I still had fun!

very relaxing!

really captured the pure joy of rolling dice

Great style, loved the little things like how the plants/trees moved out of the way. Wasn't able to defeat the final boss, but I was also playing on a trackpad. Also the music is really good!

Took me a minute to figure out the rules. Im impressed with the strategy that comes from the simple commands, plus you have an AI!

I like the idea of the dice being both obstacles and the "bad guys"

strong puzzles and polish set this one apart!

my strategy quickly became finding the dice type that would re-roll the max number of dice, since its really an odds game to get matches. Still getting that chain of multiple matches felt really good!

Super unique take on the theme! Not sure if it was a bug or if I just was missing something, but I never collected any coins. Graphics were polished, and it was fun learning what each power up did

Really like the idea of having different requirements to re-roll the dice. Wish the camera has some easing to smooth it out, and the UI text was a little hard to read. I loved the art though!

You have a great art style and aesthetic! As others have said it would have been nice to have some checkmarks, but other then that the game was fun and super polished!

Took me a bit to get a feel for the controls, but once I did they felt super juicy!

Insane amount of polish her with some unique ideas! Love the simplicity of the controls, and the art, Not a whole lot to knock

Great job! Super polished and fun. My one thought is that I wish the dice would spawn more towards the middle of the arena. Since enemies spawn from the edges sometime they would spawn right on top of me while I was trying the roll the dice!

thank you, I'm glad you liked it!

Great read! This seemed like a fun problem to solve, and I think the end result you came up with is top notch.

cute! I never thought about how Christmas is in summer for Australia haha

glad you liked the art! 


I'm thinking about writing a blog post describing the level generation in  detail, but the basics are:

1. use multiple passes of Perlin noise to generate the floor decoration

2. randomly generate the overall dungeon layout using the method described in this video. There's some logic to be able to set a max "depth" (basically number of rooms), and to make sure there are no doors going to nowhere.

3. Just like you guessed, fill out each room from a list of pre-made levels. Again certain layouts only work for certain doors. 


if you're not afraid of some lisp, here's the world generation code https://git.sr.ht/~alect/fantasy-console-carts/tree/master/item/snowfort-siege.f...

hope that helps :)

The only limit to the mans ear count is yourself ;)

I could totally see this expanded with different types of atoms (maybe different physics properties or movement patterns) or upgrades for the "splitter gun". As others have said, this is really quick to pick up but quiet addictive! great job overall  

I really liked how you added multiple interpretations of the theme (connecting rooms, and the main weapon). It took me a second to figure out that the "bullet edge" damaged baddies, maybe some hitstun or effect would help clarify that. 

It would be cool to see the dungeon building expanded to force me to make tactical and tough decisions (maybe only rooms with monsters have chests, limited doors, health rooms are out of the way but locked into a locations, etc). 

Also the whole presentation is super polished! Super well done! 

I really liked how you added multiple interpretations of the theme (connecting rooms, and the main weapon). It took me a second to figure out that the "bullet edge" damaged baddies, maybe some hitstun or effect would help clarify that. 

It would be cool to see the dungeon building expanded to force me to make tactical and tough decisions (maybe only rooms with monsters have chests, limited doors, health rooms are out of the way but locked into a locations, etc). 

Also the whole presentation is super polished! Super well done! 

Clever idea! I'm impressed by the quality of the levels, I think they all did a great job in teaching a new part of mechanics

Clever idea! I'm impressed by the quality of the levels, I think they all did a great job in teaching a new part of mechanics

Liked how the animals made it intuitive what they would be attracted to.  The movement felt really slow, I wonder if there would be a faster way to have all the creatures take their actions. The level where you started connected to the dog and there was a line of dog food I think was the strongest design and showed off why connections mattered!

Rules are pretty tricky to get a hold of, maybe my brain is just tired though lol. The art and music worked really well together!

Rules are pretty tricky to get a hold of, maybe my brain is just tired though lol. The art and music worked really well together!

thank you for the kind words :) and yes it was! https://ldjam.com/events/ludum-dare/48/earigator

Love the intro, that bass is juicy with headphones! It's a little hard to tell what the relationship between my own ships shields (health?) and the missiles hitting me. And some sort of effect of destroying the enemy ship when the phrase is typed in correctly would go a long way I think. Also, I really like the pixel art, specifically the "star destroyers" look great!

Sweet graphics!

haha ya I knew someone would hit that bug, hopefully it didn't kill a good run! Thanks for the feedback!

super clean and effective visuals. I honestly ended up just using the recoil to move around the map, which was super fun! I had to aim it up so the bullets wouldn't bounce off the walls and hurt me. I could see this translating really well to touch screens!

great visuals and polish! The slopes/frictionless mechanic was hard to get a hold of but I think has a lot of potential!

art and music are really nice (I especially like the penguins smashing on the controls). The switches are pretty jarring, which helps with the theme! 

the little honks and chirps are wonderful! Also love the low res monochrome look

interesting twist with only having a limited number of "flautists"