No, I was joking!
Brum Brum Games
Creator of
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Hey, first of all, congrats on your progress! I always struggle to complete 5, even going randomly! Between 4 and 6 i'd say that once you got the rule down, 6 should be easier to achieve. 4 is a bit more of finicky since you'll have to use the basics of 2 & 3 to make it happen. Glad you tryied the game out!
Great game! I loved it so much that I wanted to work on a similar concept on my own, so I came up with Agriculture and I've just published it on my page. It's probably a bit more convoluted than this, but the core ideas are the same. Would love if you could try it out. Looking forward to play more of your games!
Just published Agriculture, an abstract puzzle game that will challenge your logic skills!
Check it out!
https://brumbrumgames.itch.io/agriculture
ZZZ is out!
Go try this goofy hand-drawn bullet hell set in the depths of the ocean! Meet a variety of strange creatures (well, mostly try to avoid them!), collect credits, upgrades your ships and achieve the ultimate goal: awakening!
PLAY HERE:
https://brumbrumgames.itch.io/zzz
ZZZ features:
- 9 playable ships with unique abilities
- 30+ upgrades
- 15+ missions to achieve
- 2 levels of difficulty
- Arcade-like experience accessible to all kind of players
- Customization options for your ships
- Cartoony hand-drawn visual style
What are you waiting for? STOP SLEEPING. START DIVING!
Hello again!
Just wanted to say that an updated version of the game is out now! There's a dev log in the game's page, but to make it short here's the new things: lv 1 is now a sort of tutorial and cannot be brute-forced, forcing players to understand the mechanics from the very start. That should've helped in your first run of the game! ^^
There are also new quality of life features, but most importantly a new (secret) level to try out!
Hello again!
Just wanted to say that an updated version of the game is out now! There's a dev log in the game's page, but to make it short I've added a small tutorial as you suggested (in level 1) and resolved a bunch of accessability issues.
There are many new quality of life features, but most importantly a new (secret) level to try out!
Hello again!
Just wanted to say that an updated version of the game is out now, where most of your suggestions have been implemented! There's a dev log in the game's page, but to make it short here's the new things: lv 1 is now a sort of tutorial and cannot be brute-forced, forcing players to understand the mechanics from the very start. Both when you input the right or the wrong solution, dice results will be displayed so that players can analyse what went wrong/right and make test to understand the process behind the rolling. Initially I also added a value that displayed each modified result, but at the end I've decided to remove that: it's not in the spirit of the game, making it extremely linear and clear, and it eliminates the need of testing and exploration. Anyway, the improvements above balance this choice and I think that everything works fine.
There are also new quality of life features, but most importantly a new (secret) level to try out!
Thank you! Accessability features will be provided in an update at the end of the jam: there will be no previews of dice result, but you will be able to test a lot with ships because the results will be desplayed, so you'll be able to examine them and experiment with them. Also, the level 1 will function as a straight tutorial, so the experience will be much more approachable.
Thank you so much! Well, as I mentioned in a couple of other comments, in these days I've already added new features to the game: some better visuals (i.e. level 4 background/menu details/roll button), and lots of quality of life updates. And maybe a new, secret level *cough cough* but don't say it to anybody.
A part from this, I won't probably add new gameplay since I want this game to be true to it's nature of being a 48h jam game.
Stunning visuals and atmosphere: very nice done for a 48h jam! The gameplay is not immediately accessible but it becomes clear with some trying. At the end it's just a simple "move the dice from point A to point B", but the complexity added by the transforming level and the possibility to use different dices make this quite a deep and complex game.
I totally agree with your comment! It was my intention to display results after the dice have been modified, but unfortunately I didn't have time to implement that. Good idea giving time to players to look at the wrong solutions: I don't think I will directly change that in a future update, but I'll try to balance this idea with making things more clear, like with adding the modified results.
When you get a puzzle wrong, dice should always return to blank bbbuttt... a damn visual bug happens in a couple of levels and I hate it. I just didn't catch it when coding since I haven't playtest that much. I think that is the most confusing bit currently, since it's unconsistent and doesn't help players to understand what's happening.
Btw, you surely took a good approach by testing things out and I think that's a good thing for the game and I will try to keep it. By making it more consistent it will surely become more accessible, and the players will be able to understand that, in fact, the order of operation is the traditional one: x and % first, then + and -.
Sorry for the long response, it's almost a devlog now haha! I have actually already implemented these changes in the game project and as soon as the jam ends I will update the new version of the game. Thank you a lot for the spot on comment!
I enjoyed this a lot! First of all, I like the artwork: simple, minimal, yet clear. But my favorite aspect was the possibility to modify and power up some faces of your dice. Very cool idea! I didn't have a real strategy when playing, so maybe you could try to implement more of that with more levels or restrictions. Still the game is very enjoyable and a nice entry for this jam.
This reminded me of Slender Man, was it of any sort of inspiration?
The game had a nice crafted atmosphere and I liked the character progression. I didn't understand the jumping ability, but surely the sprinting one was helpful. Also, I like that the game is disorienting: it fits the horror theme well. At the same time the map was not too big, so it was managable to find collectables, and the experience was quite enjoyable!
Cute visuals for a nice game! I like the idea of making dice as part of a cooking recipe, even though I think that my favorite aspect was to simply spawn dice and fill the room around me haha ^^ I am part of the team of guys that randomly pressed space and zoomed the camera, but I think that is an easy fix for a possible update.
First thing first: thank you for taking the time to make a step-by-step tutorial. It really helped to grasp all the mechanics of the game. The game was quite difficult to me, probably because I'm not extremely used to first person camera, but the fact that the overall gameplay is well polished made the experience worth my time and fun!
I like how you pay attention to details to make the game feel better. For example, I think that the colored dice are perfect to indicate the different weapons since they are well recognizable, and I would say the same thing for the big and easily readable numbers above the dice after rolling them. Good job!
The idea for this game is sooo cool, I really loved it! Extremely original and out of the box. The atmosphere and visuals are very well crafted and nice to look at. I had some minor issue with orienting myself at first, but that was not so bad when I start moving a little bit slower and looking at my surroundings. Nice job!