Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Auride

19
Posts
A member registered Jun 11, 2022 · View creator page →

Creator of

Recent community posts

10 seconds per round, with several rounds per turn, results in very long spaces with no gameplay as far as I can tell. I think the flow of the game could be sped up a lot.

I think it would’ve been nice to be able to move the camera, or maybe to have some extra indicators of the other sides besides the one on top to help keep track of the orientation.

When I try to run the game, I am met with a blank white screen with no change. I think the game is broken.

I couldn’t work out how to play after selecting a planet.

I think it would’ve helped to have a better indicator as to when you land a hit and when you are hit. I realized that the spades would often respawn in the same place, making it seem like you missed.

I sometimes found myself unable to move. I think there’s a limited number of turns? But it seems to be inconsistent and invisible.

I’m afraid I couldn’t work out how to play :(

I enjoyed this a lot more than I expected to! When you get a lot of correct switches in a row, you feel like a genius, but it’s definitely a little too precise and unforgiving. Maybe it would help to be able to adjust jump height depending on how long you hold the jump button?

Really good work! I didn’t totally understand how the shots interacted with the guards. It seems like I always rolled a 6 when caught. I got to a level where I hit all the objectives, but then the camera just zoomed out rather than the level ending; I assume that was the end of the game. Also, there was one time I got stuck when I dashed into an objective at the top of the 4th(?) level.

I’m afraid I couldn’t understand how to play :(

I think it might’ve been more interesting to be able to hold an attack, rather than them happening every 2 seconds. That way, you could hold onto a charge while you roll to avoid enemies, and then release immediately when you’re on a good side.

I didn’t realize there was audio at first, so it took me a minute to understand the gameplay. I’m sure you had bigger plans for it, but since there’s just 1 ability (wheel) which you get for each level, I think it would’ve made more sense to give you the wheel immediately rather than having the equip mechanic. Maybe for additional abilities, you could simply run into them and they’d automatically be assigned to the next unused die-side?

Also, I didn’t understand how the ctrl to refresh mechanic worked at first. A progress bar would’ve helped make it clear that you have to hold it for some time.

I think a lot of the effects don’t do much to make the gameplay more interesting or fun. I think it would be better to have effects that interact more specifically with each game mode and force the player to think outside the box.

The mouse sensitivity is very high! Anyways, I’d be interested in learning more about what your plans were :)

Totally understandable! Thank you for giving my game a try! The simple version is: You want to drag the wheel so that bigger numbers are under the cursor (the center slot) during the hero’s turn (when the reticle is on the left) and small numbers are under the cursor during the enemy’s turn. You win when the enemy runs out of health, and lose if the hero runs out of health.

The text explaining the ability disappeared too fast, so I didn’t get to read it. I think it might’ve been better to get an ability at the beginning (or at least earlier in the game) as well.

The text explaining the ability disappeared too fast, so I didn’t get to read it. I think it might’ve been better to get an ability at the beginning (or at least earlier in the game) as well.

Nice work!