Great execution and visual style. There are a couple things I would've liked to see included, like actual physical cameras around the place, and the minutes in the time, but overall, this is solid. :)
Erik Coburn
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I had to check this game out, since we have the same name... lol
The level of polish is fantastic, and the overall UX in the gameplay makes it surprisingly addictive. Those coins falling are great!
The random turn sequence makes it feel a lot more hectic in the later level, and I think it's a nice twist to the match-3 formula that keeps the game from getting too stale.
I ended with a score of 8940 on level 9.
It's a simple twist and a good scope for 48 hours. I cleared 13 rooms before all my "damage received" increases caught up to me. Haha
This could really benefit from more UI, though. It'd be nice to see stats for each of the options, so it's clear what's been changed and by how much. And a visual indicator for cooldown would help a lot, too.
This idea has a lot of room for future development.
It's a very simple implementation that works well in a game jam setting, and juggling the actors' happiness and relationships is just a good glimpse of how complex a game like this could get.
Neat idea, and I could see this being developed into a full, in-depth sim game! :)
Player-controlled variables in a game like this is an interesting idea. One particular section was getting frustrating with a bunch of narrow jumps between spikes, so I just cranked the player speed to max and jumped through all of them in one go. That was fun. Haha
Physics felt a little wonky, with how you'd stick to walls and they would kill your vertical momentum. Also, I got used to it partway through, but it would feel a lot better to play if you could adjust the variables with keyboard inputs.
Criticisms aside, I definitely enjoyed it and refused to put it down until I reached the end. Finished with 68 deaths. :)
Aside from the high level of polish and style, there's a really good pacing of new enemies (victims?) that keeps the game feeling fresh all the way through. But I also just can't get over the simplicity of it. With two different actions, you've created an interesting puzzle/maze in each level that's just really satisfying to traverse.
Looking forward to seeing what Mark Brown has to say in his video. :D
This is great. lol
Reminds me of QWOP, but not as frustrating. It immediately makes sense how you need to approach each enemy, and as simple as it is, there's a weird element of brain-breaking. I got to 18 before my control just absolutely failed. Haha
I'm also really curious what a 1v1 fight would be like- Going back and forth, blocking each other's swords. You each have three life, or something. There's a lot to play with in this idea!
Flipping cards was actually intended to be a more nuanced mechanic, allowing you to show/hide certain cards to give the players more or less information. Maybe they would bet more dangerously, or more confidently, based on if your cards were face up or not. But I could easily have spent another 48 hours getting the AI to where I wanted, so that idea got cut.
Thanks for checking it out!
I love the style! The subtle details of the different audio pitches and ball physics really make it shine as a polished little game. I did get stuck on my first play, though- The paddle flew past me and the game didn't end, so I had to refresh.
I only got up to 11, but I'll be coming back to beat your high score. Haha
This upgrade system is great! I love that a new die can knock existing dice around to alter your stats, and having a high-speed death cannon is super satisfying.
Not a fan of the one-shot attacks, though. What's the point of having high armor and health if a red missile just kills you anyway?
I had fun, though. :)
Nice theming, and a very clever puzzle game!
The learning curve of the different levels really helps to explain how the mechanics work without a need for a thorough tutorial, but it would be good to show a bit more information. For example, it'd be nice to see what the final values of each of the dice are, and if the roll fails, highlighting what failed and why would really help clarify the rules of the game.
But the overall ambience and attention to detail (Love the level-loading transition) really makes this feel good. :)
Always a fan of incremental games, and this one is really solid. I'd love to see this developed further with more abilities, more dice, etc.
As soon as I unlocked the "three of a kind" perk, I kind of had to refocus and realize that this is a really open-ended optimization puzzle.
I love it. Well done.
Very slippery movement, and WASD isn't implemented (S and D work though)? That means you can't move and press space at the same time, while also having a hand on the mouse.
I don't see how the theme applies at all, either.
I checked out some of your other games, though, and it's clear you have some fun little ideas. Game jams can be really hard with the time constraint, but keep at it! :)
That D20 can catch up fast if you need to double back for a missed collectible... Nice. :)
What was the point of jumping though? Seemed like you could only jump as the D6, and if there was a prompt showing when you unlock sprinting, I must have missed it. I just accidentally discovered I could use it.
But I enjoyed it! Surprisingly tense.
One more note, since this is in Unity: You can use Cursor.lockState = CursorLockMode.Locked to keep the cursor in the center of the screen and hide it. You can set that back to CursorLockMode.None if you need to re-enable it for menus or something.