nice prototype and a little bug where you temporarily lose a potion if you attempt to add it to your inventory and your inventory is already full, but you get it back after the reset.
BlueDingo
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the game definitely wasn't suppose to end at wave 4, my guess is that the dice the girl rolled fell off of the play area and started to fall onto the safety nets below which should have caused the game to still continue, but the dice were probably thrown too far away that it even missed the safety nets and instead softlocked the game. (also the reason why the only kind of enemy was so bland, it took too long to try and save the scuffed dice throw)
nice puzzle game, the movements are quick enough to not feel sluggish while still making it feel like a die rolling with the puzzles feeling just right where I feel satisfied with getting to the end without feeling like it was too clear what to do or too messy to figure it out.
My only suggestion would be on the UI, or more their placements. Like why are the pause button, level text, and amount of rolls left in different corners rather than being spread over the top of the screen.
Fun base design for the game, the controls did feel really slippery, but I feel you could make the slippery work if the levels were designed around horizontal movement and not as much precision platforming (but it makes sense you had to since the levels were all one-screen). Also coyote time for the jumps would be nice (i feel like that's one of the reasons you added the double jump) since there's a lot of times when jumping it feels like the game just ate your input.
The dice system did feel a little tacked on, maybe if there was a set amount of points you were striving to get to or instead make the dice rolls about adding/removing the remaining time to the player while giving the player 3 rerolls each round instead of total.
Cool design for the game, the pixelated dice rolling looks awesome as hell with the turret designs looking on point for their respective number.
Not sure if its only messed up on my end, but:
1) there's no dash mechanic like it says in the description
2) the game starts in the actual game and not the main menu
3) pausing the game and trying to go to the main menu instead gives you the game over screen instead
4) whenever you die the game doesn't replay unless you pause then unpause the game (guessing this is because you set the Time.scaled time to 0 when the player dies and never changed it back to 1 other than when you unpause because you thought reloading the scene would have reset the scaled time like I thought in my game)
the artwork is nice and the collection counter is a neat touch. If you could spam click the die and see a bunch of the different artwork it woulda been cool, but the delay from the animation of the die rocking back and forth having to go to completion instead of being cut out when the player clicks on it makes the game feel kinda slugish when opening the die
Neat game with solid controls. But I feel making the platforms completely invisible makes the game feel less rewarding when completing. Maybe you could have the platforms start to become visible when the player runs over them or telegraph through spikes and colors on where the player is supposed to go. But still, nice game!
Yeah, I wasn't able to work on this for a long time due to irl stuff, so I wasn't able to fit it with my original idea for the theme. It was going to be that Christmas isn't real to the player because they don't celebrate it, so they try to destroy everything Christmas related to make it not real for everyone else, but I ended up not having enough time to make other Christmas related objects so now its the theme is barely there.
This game's visuals look fantastic, the camera movements are amazing, the only thing I would change is how the player jumps, making it be M2 instead of M1 and being able to do it while holding down M1 since I keep accidently start a dash instead of a jump which would always cause me to slam into a wall.
This was pretty fun game, having limited ammo is a neat way of preventing spam, shooting the enemies feels satisfying, and so does stomping on their heads.
Although I would suggest being able to control where the player shoots using the mouse because I felt that it was unreliable on whether it would be aiming at the enemies or not a lot of the time which made staying in the air and stomping on their heads feel like the safer option.








