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A member registered Aug 04, 2019 · View creator page →

Creator of

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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.

No online mode, it's a jam game, and adding an online mode means a lot of trouble.
And this game won't farther than what it is here.

I hope you can still enjoy couch-play :)

48 hours? Did you sleep? There's a lot of content there! Nice job!

As a nitpick, I would have preferred if the level did not reset entirely when I died, forcing me to redo stuff (e.g. build a bridge) over and over.

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!

A great game for nerds, I love it! It reminded me of high school.

Well polished, good animations, great learning curve and difficult puzzles at the end!

Sir, you should apply for Zachtronics!

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!

Two is not enough, you need three!

(And maybe four in an upcoming update)

Thanks! I'm glad you liked it!

All Hail Cthulhu!

Thanks!

Our 3D artist created wonderful skyboxes and two very different ambiances for a small cost (basically just change the skybox, the fog color).

Thanks!

For a long time, we started with two cameras, but decided to add a bit of a story by starting with only one camera. Took some time to make it work and look good, but I'm glad we did it!

Thanks!

We forgot to do the mixing unfortunately, and because most of the time we played with the sounds muted, it didn't bother us.

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.

Thanks!

Yeah, we didn't take much time for the sound & control settings, as we were already rushing to finish the design of the levels and adding some effects. Maybe in a new release in a few weeks with other tweaks like this one.

Merci d'avoir fini le jeu ! On a pris beaucoup de temps pour designer des niveaux intéressants et pas trop méchants, ainsi que les tutoriaux pour présenter les mécaniques (mais il faudrait encore itérer dessus pour bien comprendre chaque point, mais on n'avait plus le temps pour des retouches).

Thanks!

It posed multiple issues, as it's much harder to understand the world in first-person. Our first levels were really too hard, with 4 cameras (which is too much).

Thanks! The two musicians created something way beyond the scope of a jam! And our graphic artist was amazing, trying something out of her comfort zone.

(1 edit)

Collisions are very nasty and frustrating, the flower hitbox should be way smaller.

Title art is beautiful.

Interesting concept, but way too easy until the last day, my health was always > 75 and I had sometimes nothing to do. Each level is also too long.

I'd like to see more interactions and choices to do, and it'd give a good experience!

The battery idea was an interesting, acting as a buffer of energy.

Cool idea! Tough I don't understand why the target changes color periodically. I removes any sense of planning, and can screw you if it changes just before you touch it. Moreover it doesn't make sense game-wise, as the characters want to go at a specific place, and don't change all of a sudden.

The concept is interesting, but feels underused. Most of the time, the obstacles are symmetric, so only watching one of the two magnets is enough.

All levels are also pretty similar. I liked the idea of the obstacles being visible on the beat of the music, and would like to see more of that I think.

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 is interesting, but it's frustrating to try to kill an enemy, see it's a clone and realize you're in the middle of all of them, and the bomb is so long to throw you can die pretty easily.

It seems like this concept may require a more dynamic gameplay.

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.

Glad you like them, they were carefully crafted with love!

Thanks! We added juice and sounds very early on in the development (for example, I recorded half the sounds on Saturday morning), which gave us time to tweak and polish everything as we went along. :)

Nice one! Simple but effective.

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.

Cool idea, I was really nervous while playing!

Who... designed... those stairs? Hardest enemy in the game.

Cool concept though, and I love the humour.

I'd love to see more different takes on the mechanics. The rooms are always solved the same manner, more diversity would have been welcome.

Really well done. Minimalistic, but right on point. I really felt bad for my avatar towards the end and was glad to find the One. :)

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.

Yeah, I know about that, I also have (too) many other side projects, but I always like to work about a week on jam projects to polish them a bit and then be done with it. :)

Good luck on yours!

Vertical joystick on my X360 controller was reversed, and using the mouse to aim was weird, I couldn't aim properly.

Enemies can spawn right in your face and you cannot do anything about it!

Do you intend on improving it?

I like the play on words though.

I like the idea of discovering this weird movement mechanics, and discover that you can indeed always go higher. It's a big too obscure maybe, as I sometimes fall unexpectedly without understanding why.

I don't see the relation with the theme though.

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?