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Drakonkinst

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A member registered Jun 14, 2020 · View creator page →

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I LOVED the gimmick, it was so funny! Extremely well designed and written, with excellent art style too!

Chaining effects together was our favorite part too! Thanks for the feedback :)

Thank you!

Thanks, glad you enjoyed!

I had an idea of the dice enemy rolling randomly (either in place or as it moves), then stopping on a particular face, which telegraphs the next attack (perhaps the number of dots = the number of bolts, and is inversely proportional to damage) and lets the player anticipate their behavior. This might need the enemies to be less frequent but have more health, more similar to bosses, but starting slow and letting the player learn the enemy behavior means a lot more strategy in later stages!

Polished and fun! The dice tiles were neat, though I wish there was a reset button. Both creatively and mechanically challenging. Inspiring to see what a larger professional team can create in 48 hours, the sheer amount of content is insane!

Excellent presentation for both visuals and handling, felt very fun to play! I think a bit further bullet range and a larger map area would have been neat. The dice enemies feel more like a re-skin of standard bullet hell enemies and do not feel particularly thematic for this jam.

Interesting idea! The mouse sensitivity was way too high for me, and the reticle was hard to see against the background and enemies. The dice and bullet choices didn't seem too well integrated since the best strategy seems to be firing as fast as possible (consequences like not having that bullet available for a certain time would be nice). With the random healing the enemies never seemed to pose much of a threat and seemed more like floating targets.

Nice music choice! The game was a little bright at the start and the controls are a bit confusing. I think having an initial power of ~50% would help the direction indicator be more visible.