This game was cool. Cool system, cool use of RNG, and cool ways that the player can express control over the outcome. The mechanic is simple and intuitive. Very cool. If you ever decide to add more content, I would make sure there’s some trade offs for each decision. For instance, the 2-tile actions ended up becoming obsolete very quickly after getting a 3-tile action. Maybe there’s a cost to using a tile? Like there’s a number of charges on it that refresh on some condition? There’s some interesting options in the design space.
GeekTeaa
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Really cool objective. The fact that your score is how fast you can finish means that there’s lots of ways a player can flex their skills for the high score. I also like the risk element when you’re rolling the dice, knowing that healing is going to increase in cost if you mess-up before the boss fight. I also like that you can really ramp up risk by rolling multiple times. It’s a cool way to go about it.
I’d recommend making the dice roll animation not take up the whole screen though. I think the target audience for this style of game is someone who wants fast-paced gameplay so they can speedrun the boss. The animation is going to feel like it’s slowing them down and killing their momentum. I would definitely lean towards decisions that help reinforce a fast-paced state of gameplay for this game.
Cool concept. I’d keep this style of game in your back pocket if you ever want to make a bigger game in this style.
Cool ideas building on a classic, with fun maps and great music to boot. The programming is really solid, you clearly know what you’re doing there.
While the content is really enticing, I feel that since the game is built on top of vanilla minesweeper that I can win the game pretty easily without ever looking at the dice, which is kind of a bummer since the dice are so cool. I think you need to spice up the minesweeper part somehow to make the dice more required to play the game. Then, players can really utilize all the content you’ve added.
Cool submission!
Cool concept, something I would love to see fleshed out. There was a lot going on though, it made the player intuition for figuring out what to do complicated. I think if you simplified the game and really honed in on the core mechanics, the game would be more impactful.
Lots of interesting ideas! Keep it up!
The art and music style was cohesive and appealing, awesome game presentation. The controls were incredibly intuitive and felt great.
A nitpick about the map is that I didn’t realize I could swim through the floor until a coin appeared there.
Swimming through the map and having clams appear on your sprite tended to feel bad. It felt like I was swimming towards a coin and an event happened that I couldn’t know about meant I loss agency as a player.
The RNG on the clams boon vs. bust probability felt off. On two play throughs, more than half my clams were negative both runs. I notice the high scores were far beyond what I was able to get, which is only possible if the clams are usually beneficial. My guess is that the RNG differs depending on what system the player plays on (Windows, Linux, Mobile, etc). Something to look at.
Last piece, assuming I just had atypical bad luck with clams, comparing my score of ~50 max to the other high scores, that means the coins are pretty inconsequential compared to getting good luck on the clams. If your score is completely determined by luck, then it removes player agency, which isn’t fun.
The game has a great look and feel, definitely it’s strong point. Great work!
Actually, it's a feature. Mousy got greedy and sent Piggy to the void so they could take all the money for themselves. My only criticism is that Mousy didn't wait till Piggy got more loot before doing so ;)
Sad there's that bug. I didn't get a chance to fix this 100% before submission. I got rid of this happening on my play tests, but clearly it's still there. Hopefully it doesn't happen too often.
Thanks for playing~
Thank you! Those are pretty big compliments because that's something I wanted to get right with this game.
You nailed it on what I really wanted to improve on with my submission which was player feedback. It bothers me that there's no obvious indication that the player lost money from the cops, etc. If I had more time, that'd be high on my priority list.
Thank you for playing~