Love the game's simplicity and art style. A really solid puzzler with some interesting color-based mechanics. Great work!
BrandonLymanGameDev
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Really love this concept, although it wasn't immediately clear to me the significance of the dice rolls. I thought maybe it dictates enemy behaviour, but that seemed to be more controlled by the color of the dice thrown. Overall, the gameplay and idea were interesting and the aesthetics were definitely creepy! Well done!
Good work! I think the idea is fun but I had trouble dragging the dice around. If you cross the lower line of dice slots on your way up to the multiplier slots, the dice gets used by the former. This can lead to some frustration. With a little cleaning up this could be a really nice and simple game!
Yep, I want this as a full-on deck-builder. It's so simple, beautiful. I think your game could be easily explained with a practice level. I didn't read your description, and I figured out how to play very quickly after my first loss. After that? Masterpiece. Excellent submission I will be playing this more after I get through my queue!
Nice start! I understand that the time limitation was brutal. Some suggestions (if you didn't have them planned already) would be to make more obvious which tasks the slime was supposed to complete, to better explain why there are dice in the dungeons, and to potentially add some squishy sound effects!
The art is amazing in this! I thought the fall down mechanic was fun too. I think it would help the player more to get an item drop or a popup to let them know the weapon they get from the number on the dice. This way, your player can start to make the associations and strategizing even in the heat of dice battle!
This is an awesome idea! I love the vibe. I feel like the "Next" symbols didn't align with what was actually disabled in controls. If it were slightly more predictable I could plan out the level problems a little more thoughtfully! Also, a lot of the game is waiting for the right roll to execute your planned route. One way to remedy this would be to give the players many, many different ways of solving the puzzle to reduce the amount of waiting time for the "perfect roll". Overall good start!
Nice start! I had a lot of trouble moving around with sling. Also, sometimes landing partially on the platform would kill you, and since the spikes were facing outward, it felt like a bug. I really like the idea of your movement mechanics being chosen by dice! I think this could work well in a rougelite setting, where the player may have some meta control over what they see in terms of random drops. Overall well done!
Nice start! The mechanics were really intuitive. I particularly like that pulling your weapon forces you to stop, and holstering it for a while reloads the weapon. Two suggestions would be to make the WASD movement always aligned with the grid so the player has more control and the game seems more fair. Secondly, I think the pistol should reload when sheathed even if its partially empty, so the player can properly prepare for the next round of zombies. Good submission!
Great start! I had trouble getting past the first person, as nothing happened when I decided to resurrect them. It would be helpful if there was a "completed forms" box or something in which to place forms to move forward with the game. If there was one, I couldn't find it - it might help to highlight it. Nice game!
Thank you so much for the kind words! I think a lot of what allows our player to project themselves into the player character's (Ash) life is the lack of visual detail. We relied on the player's imagination (and our talented writer) to do the heavy lifting in terms of visuals. I am glad this technique was so effective for you. Thanks for playing!
Very fun game! Sometimes it was hard to see which switches affected which pillars due to the camera field of view being too small. One way to remedy this is to fix your camera to a position during parts of the level where the player needs more information. That way they don't miss something important while the camera is following the cat! Nice game, thanks for sharing!
This is really well done! Sometimes the bodies disappeared for no real reason - Maybe it was just me. I like the minimalism approach in the tutorial and the 4th wall breaking. The idea of the sheep dying is delightfully horrifying. Although the game fit the theme very well, I don't see how it employed the limitation. Overall, very nice game!
I love the nostalgia in this game - reminds me of Pole Position from way back when. I think that's why the controls and gameplay were so intuitive. A minor suggestion is that I didn't really experience a difficulty change while playing. The game was pretty difficult to begin with, and even upon entering the second biome I didn't notice much of a change besides scenery. The music slapped, it kept me around! Thanks for sharing!