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EmGM

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A member registered Apr 15, 2023 · View creator page →

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I really got into a groove of this game. The both visual feedback and sound effect when combining were great feeling. Got to 1000 points and could have gone further but ran out of challenge or anything new happening. Needed more options or obstacles for the later game to keep the interest of the player longer, but that's just extra.

Overall very solid and polished package that delivers exactly what's needed for a jam game.

Great job!

At first i didn't get what's the challenge, but once it ramps up i understood and the game got into a nice groove of scanning the dice and clicking the right amount. I really enjoyed the gameplay loop, its very nicely polished and impressive for 3 day game jam. 

Most importantly the main action of shooting the dice was really satisfying and well done.

One of the best in the jam so far. Good job!

Fun vampire survivor style game. The art looks really great, especially the main wizard character and his animation. Funky music in background.

The tuning needs more attention. Player moves way too fast, you can outrun every enemy so they pose no threat. By round 4 i had 5000gold and only 1 card to buy costing 50g. So either have stronger enemies or weaker player or rounds lasting shorter. At the end i just stopped moving and it took a while to die. But that's just balancing

The description says you have more than 50 cards which i think is way too many for such a small jam game experience. Many cards were inconsequential to me as a player (5% more points from this specific monster) and made them not exciting.  Better to have 10 cards but each one gives you really fun and gamechanging buffs/weapons to use that you look forward to get/upgrade.

Overall good job on the game!

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The art stye is very clean with no clutter so its easy to parse the gameplay mechanics at hand.

This type of game have been attempted a lot before and always the big thing that needs to be addressed is seeing the other sides of the dice. This game made me think of GMTK 2022 game where he makes a solution for this exact problem  @3:32 in his "The Best Games from GMTK Game Jam 2022" video

Had some issues with click detection on the spots to roll to

Also intuitively at first i thought the target number indicate what number the face need to be contacting it, but its the other way around.

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This is such a short game, literally 7 seconds long game, id call it micro game. I guess the challenge is to perfect the run down to 100ths of seconds. Maybe if the level was randomized in some way or there were more levels to try.

I kept getting caught on obstacles that i clearly cleared. I think the collision boxes need to be way more generous in favor of the player so it doesn't feel like the game cheated me

The idea of a micro challenge games to master is quite fun in theory, but the basic actions the player takes need to be a bit more satisfying to use.

Also i didn't see much implementation of dice or RNG or anything relating to the theme

Overall fun idea!

Wow, unironically my favorite game in this jam so far. The simple fact that the bullets go through the enemies and don't just stop is what made it feel so good to play. I was constantly lining up rows of enemies to get that perfect line clear and it felt so satisfying. Honestly you should have leaned into that bit more, maybe have combos around how many enemies you get with one bullet.

Rest ofc is very simplistic with both visual and audio being just the bare minimum, but it works for a jam game.

Also the dice are just skins for powerups so the tie to theme is very loose.

The game feel was excellent, good job!

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Interesting core concept of time/theme hopping to fight different enemies on different maps. Obviously since this is a 3 day jam you couldn't really expand on that idea, so all the places feel identical in enemy variety and level composition.

The dice feels inconsequential to the game and are out of place with the rest of the game.

When entering a room its a bit jarring because the camera snaps into place disorienting you and the enemies start firing immediately.

I think the mana economy should be tweaked, because apart form starting staff, all the other weapons used way too much mana that i couldn't use them at all.

Really needed sound effects for the main actions done in game: moving and shooting

Clearly lot of effort into making the game and separate regions with both different visual and music for each. Good job on the game!

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The main mechanic of teleporting throwing knife is cool and lends itself to great game ideas.

Love the art style, very spooky foggy atmosphere. Reminds me of slenderman.

The game really needs some sound effects, just some ambient spooky forest sounds in background, basic footstep and sounds for the knife, that's it, and that would majorly elevate the experience.

On the teleporting knife, i feel like i needed some control at the time of teleport, because many times, especially when throwing the knife up, i spawn already falling down and with camera looking up, so it was pain to land on platforms higher up.

Also i didn't get what i was buying with the bags for dice, it just puffed some smoke and nothing happened.

Fun and promising concept, great job!

Really fun and quite fleshed out game for a 3 day game jam. My first run i got so many dice but i didn't read the game page description so i didn't realize you had to come back to get the score so i got nothing 😅. The attack swing was different and had to get used to it, but once i did it was quite fun.

Love the goblin bouncy animation, very clean aesthetic and the music and sfx was appropriate and lovely. Good job!

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Intriguing concept. The music is so fast and hectic tho i guess it fits the frantic time based challenge. Visuals are great and easy to read, with the exception for numbers under the scales, when playing in web window they were too small and some numbers blended so an 8 looked like a 0 and so, but that's minor nitpick.

I was trying to figure what's the underlying gameplay challenge, and it looks like its just place the new dice in the scales that have the lowest number (or are the highest visually). Maybe there is more to it, but since the timer is so unforgiving and you have to make the decision in less than a second i just spammed the dice in that way. Maybe i missed some deeper technique.

Cool game!

Fun idea. I felt like some rows got messed up by me  because i didnt plan perfectly in advance and i couldn't salvage them after, it would be nice if you could clear vertical combos as well or some special dice to clear unwanted spots on the board to give helping hand to the player.

I enjoyed the game overall 

I was trying to figure out what the large rolling dice in the middle did, but i couldn't see any pattern whatsoever apart form (seemingly)random slow-motion times. No explanation in either game of game page. So I'm guessing its purely visual and the game has nothing to do with dice rolls.

Very simple game, but at least its not broken and works. It looks decent, especially in the slow motion the dice spinning looks cool :)

The game is fun, clean aesthetics and readable elements. I wish there was some HP to your ship, like 3hp or something so a single shot would not instantly end the game.  Overall nice visuals except for title art, boo for using AI, as an artist it pains me 🥲

The theme is very loose, because its just reskinned UI element of 3 choice vampire survivor upgrades masked as dice.

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The base game of moving and shooting is excellent, the sfx and music are really great and the art style  with the ship and particles was perfect. At first i was confused because i thought you chose upgrades by shooting them, but then i got that you move into them. Needed to get used to shooting only in the direction of movement but i got it after i little while. Fun game!

Though as others pointed out, very loose connection to the theme of the jam

EDIT: I just noticed you made this game for different jam(whose  "toxic" theme the game also doesn't fit) so it looks like this game was just also dumped in this jam as well

Fun concept. I think there needs to be bit more helping hand to the player. Two major ones:

A line showing the potential trajectory of movement. That way i can be more strategic in my plan, otherwise its very random and a crapshoot if ill bounce right. 

The other is clear indication which walls are changing and which ones are not. Because there are walls that don't change witch each bounce and some that do, but they both look identical

Can see potential there

Interesting idea. You shouldn't make main mechanics be "its like x game" because i don't know the rules of Yahtzee (guess its more an american game) so i was lost. Also i got all sixes so at the end i chose the "sixes" button and i got no points so i felt cheated because i thought it meant id get points for sixes :D

Nice game. It starts really slow with not much demand for platforming since platforms don't change and the jump height is almost exactly 1x or 2x platform height. But at around 500point the game ramps up with the hazards and it gets really fun do dodge around. Ended up enjoying it more than initially expected.

Although i gotta say there is no hint of the theme of this jam, the player is not even a dice just a square, like at least you could have put a dot in the middle so its a dice :)

Really cool idea, loved the game show aesthetic and the mechanic was easy enough to grasp. Could see more stuff added with many different effects that could spice things up

Thank you for feedback! Yes it is intended to see enemy moves. Each round you alternate who goes first and who goes second. When you go second you get to see the opening move of opponent.

Thank you!
Unfortunately im not westerns or even film buff. The cinematic look was more because i wanted it to look cool and moody and things just fell into place to make the final scene.

Thank you for your feedback! Happy you enjoyed it. I have ideas to expand it and make it a bigger game

Very quaint and charming game with a lovely art style. Not many point and click games in game jams. Very basic but with enough variety to not be boring.

Good job!

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Really fun game. It always gives that bit of dopamine rush when you happen upon a vein of resources to mine. Procedural generation is always tough and you implemented it well.

For a jam game i think you should have ramped up the progression, so people can experience most of your game when trying it out. I can see from screenshots it can get crazy, but i didn't have the patience to get to that. Also it would be nice if killing mobs game some kind of reward/resource.

Good job!

Fun game. Simple but effective at what it does, steady introduction of new boxes keeps it fresh. Got stuck at lvl 9. Maybe the game also needs something to do either in-between throws to somehow improve the odds or something to do while the ball is going, because right now player has only 1 variable to express skill and that is initial throw.

Good job!

Really cute game. The art is absolutely phenomenal! The sound is fitting as well with overall great feedback for player actions.

With these kinds of games i always think what is the player agency, what choices can player make to express their understanding/skill in the game?  It mostly seems random because enemy cards seems to be random and which ones they choose seems random so in a round not much i can do but to blindly choose a cards and hope its a good one.

Still overall great game.

Fun idea, couldn't really defeat the first enemy because i don't think i got the combo system fully, but i got the gist of gameplay loop. Nice music although it didn't loop so it just stops when it ends.

For the cards, the only  gameplay affecting information is nr and cost so the rest of the card is just decoration, which seems like a bit of waste, maybe cards have description that gives weird effects or something.

Nice lighthearted theme for a card game, perfect for game jam. Good job!

Thank you for your feedback! Im glad you enjoyed it.

Yes that is a bug.

Thank you! it was fun making it, I'm glad you liked it

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Liked the art style and cool music. The puzzles were clever in how they incorporate the hook of the game with good level design. Controls seemed a bit floaty and i think the camera needs some fine tuning because it moves too much on jumps making it too disorienting, so maybe some dead zones for camera.

Also this seems like this game was made for GMTKs loop themed game jam rather than this risk themed one 😅

Very solid game. Loved the mix of platforming and puzzles and how the puzzle is part of the movement with different surface properties. Good job!

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I didnt get past second screen. I dont think im the target audience for this type of game but still. Maybe there was something i missed but it seems like the times when the spikes fly is random each time. If thats the case it goes against the core premise of these type of games. When every death is random it becomes cheap deaths insted of deaths because of my own mistakes.

Art and sound is solid and movement was tight.

Really fun idea. Very easy to understand and play. Only thing missing was some music but everything else was appropriately scoped end executed . Great job!

What a clever idea. I could totally see potential to create very interesting and challenging levels. Unfortunately this is the bares minimum of demonstration of this idea. with a lot more polish and more content it would be a cool game

Thank you, I'm flattered 😊! Though i wouldn't call myself a veteran, this is my 3rd jam game and before that an endless graveyard of unfinished projects. Although knowing the workflow at the beginning stages really helps in game jam setting to not stumble on tool usage and just get to implementing ideas.

Lovely idea! small game but complete in visual, sound and gameplay sense. Rock paper, scissors but with extra strategy layer makes for fun gameplay loop that isn't overwhelming and appropriate for the scale. The opponent quips at end of each round was really cute. Good job!

Loved the gameplay basics of pitting dice and their effects against enemies. Makes it so there are vast tactical choices the player could m make. Could see this expanded to make synergies and combobrakers that could be really satisfying to pull off. 

Wish there was any sound effects to sell the clashes. Also sorely needed after each clash was a result indicators in-between, so i clearly see what was the  outcome of each clash because right now its difficult to parse if i did good job or not in my choices.

Cool music and animations.

This is not godot, its made in Game Maker Studio 2

The way i did it is just have a variable for roundTimer that ticks down and compare it to constants like regularWindow, perfectWindow ect. and if the round timer is below those windows it can be checked for actions and stuff.