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BoppedOccelot

12
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1
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A member registered May 19, 2022

Recent community posts

(1 edit)

The amount of effort and skill on display here is absolutely incredible! Loved the artwork, especially with the enemy designs, and the v/o at the start was the perfect way to convey the tone you were going for (glad it was skippable on replays too, that's an easily missable feature that helps a ton). 

Gameplay itself was super fun and inventive too, couching a bullet-hell type shooter in the D&D aesthetic is a cool concept that really benefitted from the randomized effect mechanic throwing wrenches or giving boosts to the player! Awesome work, especially given the time restraints, and I really look forward to seeing how y'all continue to develop it after the jam if you choose to do so! :) 

Cute game characters! Not sure what end goal was.

Well, I can honestly say I made it to the final boss, waited out the full health bar, and then? Hit a random block that gave me "explode" :( 

Neat concept, and the level design shows me that you can put together some interesting challenges for sure! While the floaty controls seem to be intentional, I think the moments of getting screwed over by RNG would be a bit less frustrating if the player felt more in control of their own movement. Could even introduce some interesting moments where players could technically finish level without touching a random block, but doing so requires extremely precise platforming. Overall, great work and congrats on getting your game submitted! 10 levels plus a boss battle is no small feat, especially with such a surprisingly good level of polish! :)

Extremely well done! The mechanic of choosing your lineup of abilities almost gave that same sort of thrill as a good deck-building card game, where you are hoping to pull out that one specific ability and making due with what you have in the meantime. In fact, it could be a cool concept to explore in the future where players amass a "deck" of ability cards they can assign however they like, but each card is lost after the round it is used in. Just an idea though, the ability mechanic is already compelling and satisfying as it is! 

The diversity in the abilities, plus the twist of having the big dice turn them against, really kept things interesting! Things could get a little chaotic in later rounds, but the clean art direction kept everything on the screen readable! If you continue to develop the concept beyond the jam, I think you could really open up the gameplay by introducing new enemy and ability types the longer someone lasts. Overall, this is a supremely impressive game to build in such a short time, and I think it has even more room to grow! Awesome work, you should be very proud :) 

Very neat idea, and the quirky aesthetic made my constant failure that much easier to swallow. Lots of mechanical depth came when I realized I could string together multiple strikes and roll the dice with a single kick, so I started trying to make every kick serve multiple purposes! I think extending the invincibility of kicking for just a few frames after the animation ends could help with a lot of frustration, as whiffing a kick that put me too close to an enemy often led to some annoying deaths. That's only a minor thing in such an awesome overall package! 

Such a lovely game, and a great concept! I could tell you were honing the mechanics with the limited time in the jam, so the simplistic nature of the puzzles in this is to be expected. With this foundation, the sky is the limit! This is the first game that has really left me wanting more, as the final "Thank you for playing" puzzle felt like a glimpse at what you could do with this given more time to develop levels that take full advantage of the main mechanic! Adding more twists like the barriers that stop the dice short could add a ton of intrigue. I think your guiding post should be to make players think carefully about counting the sides they will land on after taking their turn. I want to definitely encourage you to keep building levels for this after the jam is over, as you could have something quite special here! :) Wonderful work, and thank you for sharing! 

Really neat concept, and wonderfully executed! I'll shamelessly steal another commentator's idea and say it would be cool to implement some incentive for the character to move about the room, as the best strategy seemed to be to find a spot that granted the highest power level (a six) and just hover around it waiting for enemies to approach you. Maybe rotating spots that grant some kind of short term buff? Overall, excellent work on this! Thanks so much for sharing, looking forward to seeing what you do in the future! :D 

Very good work on the art direction, and the movement/controls are very smooth and responsive! You have the bones of a very fun game, I can tell the time constraints prevented you from implementing everything you would have liked, so I would encourage you to develop it further and continue to play around with the concept, as it has a ton of potential! :) 

Very simple concept, but quite enjoyable! The dice seemed to be spawning in with a randomly assigned velocity, resulting in some pretty speedy dice (like on screen for two frames speedy) which may not have been intentional, but was pretty darn entertaining. I also was not able to see my score, but that may have been user error on my part. Overall, good job! :) Excited to see what you do in the future! 

Super well done! Once I wrapped my brain around the concept of the gameplay, I had a ton of fun! The power-ups and the different ghost types really help keep things interesting. I think given more time you could add some tutorials to explain some of the mechanics a bit more in depth, but otherwise you have an excellent game here! 

Very well done! There were so many little touches that made such a simple concept really compelling, like slowing the player down as their number increases or making enemies you are too weak to defeat glow red. The attention to detail was wonderful, and the controls handled quite well (a necessity for something that asks the player to maneuver so precisely). Overall, you have an absolutely delightful game here! 

P.S., top score after a handful of tries was 281, I'll be back to see if I can improve....

Very cool! I would recommend looking into a way to give players a tiny bit more control over what value they move under. Maybe before they move after the first roll, they can try one re-roll? Add a sort of risk vs reward to consider? You would need to implement a sort of "go" button so users can accept or re-roll their first movement value. 

Great start! Super charming music and visuals, and the randomness can lead to some pretty goofy outcomes!