Возможно эту идею развить от 1-го лица или от 3-го, когда камера около головы. Тогда управлять можно поворотом мыши и вот ты в собственном клубке пытаешься вывернуться.. Причем пространство делать не воксельное, а обычное и змейка чтобы могла гнуться не только под 90 градусов - и вот выруливать-лавировать там.. Думаю, где-то тут лежит прикольный концепт.
friendRU
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Ох, если честно, я собрал где-то 7 кристалликов и мне стало скучно - управление слишком замороченное, лишает динамики и азарта (по сравнению с обычной змейкой).
Рубрика "Критикуешь - предлагай"
Возможно, стоило добавить реалтайм-режим, с управлением как во вьюпорте Unity WASD+QE (для перемещения по Y). И чтобы мышь вращала камеру без зажатия клавиши. Возможно, WASD пришлось бы сделать адаптивными (в зависимости от того, к какой из проекций по углу сейчас ближе камера), чтобы игралось интуитивнее.
Really catchy and satisfying core mechanic! Just rolling dice and swapping faces is unexpectedly meditative and addictive. Love that you kept it simple and focused on testing this core idea — it works.
The game has solid potential to become even deeper. Right now, the progression feels a bit straightforward (just swapping faces for stronger ones). It would be cool to add more meaning and choice to it. For example, if certain faces gave unique effects or synergies with each other, players could build towards specific "loadouts" or playstyles.
Another small point — the rules and logic behind resource drops or events aren't always clear at first. Slightly clearer tooltips or visual hints in the UI would help players plan better.
But the biggest compliment is that even in this form, without a clear end goal and with minimal progression, it's already fun to play. You’ve found a really strong core gameplay loop that stands on its own. That’s the best foundation you could ask for.
Clean, stylish, and very promising work. The best thing I’ve seen in this jam so far (from game desing pov at least)))
The core idea has solid potential — I really enjoyed that "aha!" moment when you see a big damage number and realize your combo worked. It’s a satisfying foundation, like a promising first draft of a puzzle.
Right now, the main experience feels a bit like waiting for good dice rolls rather than making meaningful decisions. The optimal strategy becomes clear very quickly, and after that, the gameplay can start to feel passive — you're mostly just discarding low numbers onto negative modifiers and hoping for high rolls. This reduces both the sense of challenge and player agency.
To transform that satisfying "spark" into lasting engagement, the game could benefit from more interesting player choices and ways to interact with randomness. Even without overhauling the core, small strategic layers could be added. For example, what if each enemy had a unique trait? One could consume your highest die each turn, another might invert your best modifier, etc. This would force the player to adapt their strategy and weigh risks, making each encounter feel more like a puzzle to solve.
Speaking of randomness, the balance between puzzle and luck feels a bit off at the moment. Since success currently depends heavily on dice rolls, it can be frustrating to play perfectly but still lose to poor RNG. Finding a way to let skillful planning mitigate bad luck (e.g., through card abilities, meta-progression, or reroll mechanics you can influence) would make victories feel earned and losses feel fair.
On the production side, the implementation is clean and functional — everything works as intended. A big, easy win for immersion would be adding sound design and audio feedback. Sounds for rolling dice, applying modifiers, and landing big hits would make the gameplay feel much more tactile and satisfying.
In short, you've built a great prototype. The fun is there in its early form — now it's about adding layers of interesting decisions and player tools to deepen that fun into a compelling, replayable loop. Keep up the great work!
Main feedback
The game has a genuinely great atmosphere that pulls you in right away. To make the gameplay as engaging, I’d suggest looking into a couple of points: the AI opponent plays quite predictably/weakly at the moment, and the repeated animations with pauses between actions can sometimes break the flow.
Separate note on the idea
I also wanted to say it’s really cool how you put your own spin on the classic “Liar’s Dice” / truth-or-bluff formula. The twist of using dice as both your betting tools and your health pool is a neat and impactful idea. It adds a fresh layer of tension to a well-known game.
Hey! 👋
I’ll be honest — this isn’t really my usual genre. I tend to enjoy more challenge-based games where there’s clear progression or goals to reach. Right now, it feels like I can just build an easy setup and finish the level quickly — and getting fewer points doesn’t really matter, since there’s no real reason to aim for a higher score.
It might feel more engaging if the game had progression — for example, new items unlocking after reaching certain scores 🎯, or using points as a kind of currency to buy upgrades. Imagine earning a new tool like a transparent Z-shaped pipe that makes the ball roll through in a cool way — that would give strong motivation to keep improving.
I’d also love to see structured levels that grow in difficulty, each with its own little twist. That would turn the sandbox base into something more goal-oriented and replayable.
Another point — placing objects feels restrictive because of the grid. It’d help to have a precision placement mode (for example, holding Ctrl to move pieces freely by small increments) so you can set up objects exactly how you want. 🎨
One more small suggestion: it might be useful to tweak only the last placed object after testing a run — just to make fine adjustments without rebuilding the whole thing. Unless, of course, the current system (where mistakes are part of the experience) is your intended design — that’s also valid.
Overall, it’s a solid base for something bigger. The physics feel good, and the idea could grow into a more engaging puzzle or progression game. Thanks for sharing your work! 🙌
Hi! It's my time to share some feedback on the game:
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Enemy spawns: Enemies often appear behind the player without any visual or audio cues, which feels unfair — especially since there’s no sound at all yet. Adding basic sound effects or some visual warning could help a lot.
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Dice mechanic: The idea of having to roll dice every few seconds is interesting, but it could use a clearer visual cue — for example, a red screen edge or a “pressure” effect starting a second or two before the drain begins.
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Dice effects: Some of the special effects (like ninja enemies, glass cannon, etc.) weren’t really noticeable in gameplay. Only the double-shot effect felt clear and impactful.
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Controls and movement: Movement feels too fast for such small, closed spaces. Either slower movement or larger, more open levels would make it easier to control.
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Wall-jump mechanic: The wall-clinging/jumping feature works fine technically, but current level design doesn’t really use it. It would shine more in levels where it’s actually needed to survive or reach higher ground. Also, it doesn’t work well with flying enemies — there’s no real reason to climb walls when they can hit you anyway.
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Sound: Needs at least basic audio feedback — footsteps, hits, shots, or ambient sounds. Right now, the silence makes gameplay feel empty and confusing.
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Boss: Not sure if there’s a boss or not — if it’s there, it wasn’t obvious.
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Concept and lore: The core idea is interesting but could use a bit more context or world-building. Why do cubes drain your health? What’s the setting or motivation? Some light narrative or visual hints could make it more coherent.
Overall, the jam limitation idea (“roll the dice”) is interpreted in a creative way, but several systems could use polish and stronger visual/audio feedback to make the experience more engaging and readable.
Hey! Really enjoyed the game — it’s already got a solid foundation and a lot of charm.
A few things I think could make it even better:
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Progression: It’d be awesome to add some sense of character growth — maybe upgrades, perks, or a build system like in Risk of Rain or Vampire Survivors. That’d make it feel more rewarding long-term.
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Combat tweaks: Right now, you can cheese enemies by hiding in a corner and swinging. Maybe adjust enemy AI or spawn patterns to avoid that.
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Rage mode: Love the idea, but it charges and lasts too long. Would be more fun if it filled faster and burned out quicker, so players could use it more often for quick bursts of action.
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Enemies: Consider adding more variety — different shapes or designs, since they already differ from the player visually. Stronger enemies (with higher numbers or more HP) would also fit well.
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Ranged weapons: A visual reload indicator (like a bar above the player, Enter the Gungeon-style) would make it clearer when you can shoot again.
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Audio: Music changes are great — sound design already fits the minimalist vibe perfectly.
Overall, it’s a really fun and promising prototype. With progression and a bit more depth, I could totally see this selling on Steam. Great work!
Hi and thanks for playing and feedback! This version of game is very raw because I started late and spent all the time to code fundamental mechanics. So congratulations, you reach the final platform. By the way, you may attack pencils and even kill them (read the description of the game). When I publish post-jam version with all the polished details I wanted to add in the game, I could notify you))
Пост-джем ещё вообще на стадии проработки концепта. У нас игра вышла в 2-х форматах - джем и фулл-джем. Фулл джем это то, что по сути как бы успели сделать за 3 дня, но я просто продолбался с CI/CD и не успел в последние минуты залить более цельную версию. Так что если играл только в сырую где первые 2 этажа и 1 волк, то вэлкам в фулл-джемную, жду фидбэк ❤️
Привет, спасибо за фидбэк)
Можешь, плиз, подробнее поделиться, на что именно залип, что вызвало больше всего восторга. Хочу понять, какие сильные стороны/механики проекта видят и ценят игроки, чтобы их оставить в лучшем виде и опираться на них в пост-джем версии. К каким играм тебя отсылали эти механики, чтобы я мог посмотреть на то, как это сделано там?
Привет)
Хм, почему-то про бросок гранаты на мышь я не додумался - в голове было пробовать как-то делать всё через клаву, но щас понял, что это необязательно! Про повторение "сбегай в грузовик 100 раз" - тоже полезно, никто этого не говорил, а я как-то не совсем задумывался. Подумаю как это минимизировать, чтобы не чувствовалось "топтание на одном месте". По поводу уровней и прочего - ох, да, там много идей, вскоре буду отбирать толковые и думать над видением версии 2.0 с учётом полезного фидбэка!
Спасибо, правда ценно! И спасибо, что сыграл в обе версии))) Сейчас зайду в твою игру поиграть))❤️


