Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Corablue

17
Posts
40
Followers
A member registered Jul 14, 2017 · View creator page →

Creator of

Recent community posts

OH! Thank goodness for the comments. You HOLD a direction to DIG for dice. I was absolutely stumped. I just kept jumping off the side. Other than that this is a really cool entry. There's a lot of detail in the world and some cool stuff to find.

Charming, intuitive, and functional. Very solid entry. I can see a lot of room for expansion here, like the way the '!' block rotates the dice.

This was done entirely by me! Maybe next year a team or partner would be fun.

After tinkering with it for several minutes, I'm still unsure how this game works. Lifts work but only sometimes? Not all dice are lifts? Sometimes when rolling depth-wise I fall off the map?

I have a suspicion that it's a 3D world with a orthographic camera and that moving in the depth direction totally messes up your collision detection, but I can't be sure. Hard to offer more since I could only complete one level.

Really fun boardgame concept. Forward and backward were initially confusing until I realized it meant clockwise and anticlockwise. The end gets monotonous. Maybe when enemies meet they conspire or multiply to prevent you from clumping them together? Maybe you roll two dice, where the second one allows you to choose your space to speed things up? Waiting for a single die roll for 20 minutes can feel bad as is though.

I agree with what everyone else is saying. Integrating dodging with rolling the dice is inspired. The biggest thing holding this back were the bullets. They have no sound or ompact and it seems they have a range. I would often feel cheated because a bullet would hit its max range and 'disappear' close to an enemy, making me think the game ate my shot. Without sound there's not even a way to know.

A turn based strategy game! I like how the dice not only affects the move you use but also the range. That's a fantastic idea. The completely lack of sound or a tutorial were holding it back for me. Can also be a bit slow. It was incredibly unclear I was picking classes in the beginning. I thought it was asking whether I was okay with this selection of party hats for my cubes.

For those asking about the ending, I had a patch for it but that server crash in the last 20 minutes just eradicated me. I was so tired I immediately went to sleep. Thank you so much for playing though!

I'm really glad someone made it to heart attack mode. I figured there were so many games nobody would bother to beat all 4 levels. Thanks!

Thank you! UI was one of the last things I did . Tried to get some tutorial stuff in there but didn't make it.

Thanks for the tip. This was my first ever gamejam and it's definitely been a learning experience. A few people on Discord informed me about the issue with installers and I'll know that for next time. Actually, if at all possible, it seems like browser games are the way to go.

Thank you so much for the effort you put into analysis. I agree with the enemy sprites. I was never happy with them, but at one point they were yellow and they looked like marshmellow peeps. Haha. I did what I could with the time I had. Pixel art is sorta new to me.

Thanks for the critique and comment. And most of all thanks for playing!

This idea was amazing. Probably my favorite idea of the entire jam. I had an issue with the controls. There are no instructions and the shoot and crate buttons are J and H. I had to mash the keyboard till I did something. I'm guessing it was meant for a gamepad?

This was really satisfying to play. Using the shield as a primary weapon and fire as a backup really switched things up. I must have played this for about a half hour before I moved on.

I was following your progress gifs and I really enjoyed the idea and execution. I was really excited to use your mechanic for level navigation, but it's the one thing this game didn't have. Only thing that held it back for me. I really liked it.