Thanks for this game, it was fun.
Compared to other games of the genre, a bit rough, without enough tutorial puzzles, but nonetheless doable
I'll go pay for the game now, and hope you'll be able to continue on this kind of games.
Cool game! Easy to understand, cool graphical style, nice animations and a lot of juice!
The moving platforms break the flow of the game a bit, adding waiting times, while the previous levels were all based on player pace and could be done quickly.
I liked the gravity reversal bits, and I think they could be expanded to require more thinking from the player.
Visually cool, I love the vibes the game has, and the chill music.
Some minor comments:
- One of the two sounds played when you absord a ball sounds like an error, it feels wrong. I had difficulties during the tutorial because of that, not being sure if I was playing correctly.
- The levels are too short, you just start one and it's already finished, and you have to wait for the next one to start, killing any flow potential. I'd merge them all into a single level, with the new enemies appearing as soon as all the bullets are fired.
- The difficulty ramps up too slowly for my taste.
- I love that you took some time to add a leaderboard!
Keep up the good work!
Thanks!
Your brain is absolutely normal, the game was way harder than anticipated, and we had to crank down the difficulty a lot from the first levels we created, because even us, knowing the level layout, weren't able to traverse it easily.
But we should have seen it coming really, with Cthulhu and all... It messes with your brain!
Thanks!
The Cthulhu head acting as a landmark was not originally planned, but the game was way too hard at the beginning and we were lost easily. I think we could even go farther than this and add hints on each direction (like colors or objects in the distance) to always know where you're facing when turning.
Concerning the word "rejoigned"... We wanted to write a "non-native-english" sentence, like "All your base are belong to us". But this "g" was not part of this plan! I added this message and a smooth ending right at the end in our latest submission. I guess I was a bit tired at this point.
Hi,
I ran into another small bug yesterday.
I was playing as the Witch, episode 4, against the Keymaster.
Because he has only one die, I aimed at the "Lock all dice" achievement. One of my spell was to lock the enemy die on a certain number (don't remember the name).
I put this spell on my 4 slots, put 4 different numbers in there to increase my chances at locking his only die, and managed to do so after a few turns.
But this method didn't unlock the achievement, even though his only die got locked this way.
Cheers
Hi! Big fan of your work! You're one of the developers that inspired me along with Jonathan Blow and Phil Fish that got me into becoming an indie dev, so much love!
I ran into an issue yesterday I was able to reproduce 3 times.
- Die: Inventor
- Episode: 2
- The issue: One of my two gadgets was a "Steal" gadget, I was able to use it properly, but every time I used it, it crashed the game as I put a die in the slot. It happened twice versus the hedgehog, and once in another fight.
- Version: v1.8.2 / 0.13.0 (mod API)
- Sess. ID: dicey_dungeons_2020-06-07_22'38'12 (started: 2020-06-07 22:38:12)
- Stacktrace:
crashed: 2020-06-07 23:42:53
duration: 01:04:40
error: ERROR in callscenemethod(Combat,update) static : Null Object Reference, stack =
Called from elements.Equipment.willbecomeready (elements/Equipment.hx line 3418)
Called from states.Combat.gamepadactivateselectedcombo (states/Combat.hx line 1684)
Called from states.Combat.updategamepad (states/Combat.hx line 1969)
Called from states.Combat.update (states/Combat.hx line 552)
Called from Reflect.callMethod (C:\coding\haxe\openfl\std/cpp/_std/Reflect.hx line 55)
stack:
haxegon.Scene.callscenemethod (haxegon/Scene.hx line 93)
haxegon.Scene.update (haxegon/Scene.hx line 53)
haxegon.Core.doupdate (haxegon/Core.hx line 268)
haxegon.Core.onEnterFrame (haxegon/Core.hx line 182)
starling.events.EventDispatcher.__invokeEvent (starling/events/EventDispatcher.hx line 184)
starling.events.EventDispatcher.dispatchEvent (starling/events/EventDispatcher.hx line 144)
starling.display.DisplayObject.dispatchEvent (starling/display/DisplayObject.hx line 778)
starling.display.DisplayObjectContainer.broadcastEvent (starling/display/DisplayObjectContainer.hx line 449)
starling.display.Stage.advanceTime (starling/display/Stage.hx line 108)
starling.core.Starling.advanceTime (starling/core/Starling.hx line 469)
starling.core.Starling.nextFrame (starling/core/Starling.hx line 455)
starling.core.Starling.onEnterFrame (starling/core/Starling.hx line 682)
openfl.events.EventDispatcher.__dispatchEvent (openfl/events/EventDispatcher.hx line 443)
openfl.display.DisplayObject.__dispatch (openfl/display/DisplayObject.hx line 1236)
By the way, I'm glad you have auto-saves in these cases!
Really nice! I love the graphics and the music, so retro!
It reminds me of a game about Voodoo Zombies!
The puzzles get hard pretty quickly, and needs some clever thinking. I like that they are not straightforward.
I would like a way to go back to a level without having to go through the first levels again (like a password?). That's what's preventing me from finishing it.
Great job!
The idea seems good, but I had trouble with the controls, it was really hard to understand how to interact with things. In the end, I just tapped 3 to grab things while blind, go back to my eyes to move, 3 again to drop, 1 to see.
I'm not sure if I did it right or just didn't understand the controls.
There is also an inconsistency, I was able to hear the oven beeping without the hear mode.
Oooow, Thanks!
This grapple attack was so hard to get right, we had many physics bugs (the usual "get stuck in the wall", "player teleportation" and other cool edge cases).
The audio was made with a lot of love (and Audacity... Maaaaan, I need to find myself a better software for sound editing!), and this goes for all the game-feel and juice.
Wow, nice, and there are plenty of levels too!
The idea is really interesting and could give way to good puzzles!
Some random comments (but I still love the game):
I thought it odd that I destroyed all the black pieces and kept my king and knight, but it wasn't a victory. I had to get my knight killed for the level to complete.
At another point, I finished the level with one black knight still standing (on the left of the king).
The end goal should be clearer. I saw later than the goal was for the king to go right. Maybe the king should automatically go to the right position when all enemies are defeated, so the player can understand the goal more easily.
A lot of puzzles can be brute-forced. Maybe there should be more constraints on some movements, like towers must eat a black piece if they go toward it. Otherwise, it's so easy to manipulate them.
Some puzzles are way harder than others. The second one for instance really asks you to think more than others.
My favorite game so far!
The mechanic is so clever, it's well implemented, there are a lot of different ideas to add salt on top of it, and there is a complete interesting level to finish!
The only thing I'll improve is the character movement, I don't like it that much, but heh, 48h jam, you put the effort instead of what mattered the most.
I'm impressed!
Thanks!
We were a bit crazy to add a multiplayer mode, but 3 hours before the deadline, we were finished with the polishing of the physics and controls and we wanted to battle one against the other, so we rushed this mode and barely made it for the release! I'm so glad we made it!
We actually wanted to be able to play up to 8 players on the multiplayer map, but didn't have time to implement the controller mapping section. I'm currently working on this and expect to release a build in the next 7 days with this feature (and other things) added, as a final version.
That was interesting, I like the idea of different characters having different abilities.
The best would have been to have a single level layout, but you have to use different characters to go through it and they cannot use the same route than the other characters took.
I'd also recommence zomming out the camera a bit more to give space to more platforms and more interesting pathways.
Do you intend to continue it?