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IanMykl

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A member registered Mar 10, 2018 · View creator page →

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For sure! This version is definitely a proof of concept and isn't balanced at all. There are a few ways of getting infinites that people have found.

I'm glad your experience was good enough to take you that far!

Loved the choice of aesthetic.

The gameplay was also easy to pick up and get into. The game overall felt good to play with good feedback/polish. The rng was a bit of a pain though.

Still, great job for the jam!

Rally liked this game!

The mechanics where simple enough to pick up quickly but in depth enough to not get stale over the duration of the game.

I also loved the characters!

Great job!

This was a really cool spin on memory games!

Being able to draft different upgrades was a really cool idea.

Game was super easy to pick up and get into, and engaging enough o keep me grinding at it for a good bit.

Great job!

Really cool game!

The presentation/polish was absolutely top notch! Even if it used per-existing art you still used it really well, and things like the pacing, text scrolling, and ui arrangement, and sfx chosen, all worked really well together.

The game was surprisingly easy to learn too. I do feel like a lot of turns felt like they played themselves though. In a more expanded version I'd like to see more instances of impactful decision making. Like maybe if you only roll dice you used so if you only auto play your best dice your weaker ones will start piling up or something.

You've got a great framework that has  a lot of potential and an overall impressive game, great job!

Really cool game!

Very quick to pick up and learn. Definitely not easy but it goes fast enough that losing doesn't feel too painful because its easy to jump right back into the action.

I would have maybe liked a little more forgiveness in trying to figure out how many hits stringer enemies took giving shootings too many times hurts you (which itself was a great mechanic)

Overall great job!

This is exactly the time of clicker game I'm a sucker for!

Extremely well done!

Really nice shooter game!

Tbh I suck at these types of games so I couldn't get very far but I did enjoy how the dice mechanic forced you to keep changing your strategies, it really made it stay fresh and exciting.

I do think the general pace could have been faster. More enemies, faster reloading and faster weapon switching would have felt really good at a high level of constantly switching around tactics.

Great job!

I'm a bit of a sucker for clicker games. Definitely didn't overflow the numbers into the other UI.

I also loved the aesthetics.

Overall a great job!

This game looked great! It had awesome art and lots of polish.

The gameplay was also pretty well done, probably my favorite incarnation of "move dice around a grid puzzle game" that I've seen so far.

Great job!

Really cool game! It was easy to learn and got me invested in gameplay right away.

Great game to just pick up and power jam through it as much as you can. I also thought you had a good amount of "juice" with the sound design. 

I do wish there was a way to deselect dice though given a few times I made a mistake when trying to draw the pattern in.

All around a really great submission!

Really solid idea for a survival game!

Obviously has its affordances for a 48 hour jam such as lack of BG but still felt overally good to control and play.

I do also think there could have been ways for dice to feel like more than an effective timer for waiting to defeat enemies, but a really cool idea was still in there.

Great job!

The art/polish was absolutely top notch, plus the character controls felt really good, even if the keybindings weren't my favorite.

I feel like overall the enemies felt a bit too damage-spongy and think having the game  at a faster pace with lower health, but more damaging enemies would have made it more enjoyable and not feel as tedious.

Still an overall amazing job!

Nice job!

I like the art a lot and the gameplay was quickly engaging and felt good.

The random effects worked pretty well without feeling too painful which is always nice.

Only real complaint is the Sound that plays when rolling the modifier got very annoying very quickly.

Still an awesome entry!

Great game! I loved the art and it concept was deceptively interesting.

Early on it felt kind of pointless and that you could basically just move anywhere anyway but I was quickly proven wrong as I got into the later levels. 

Not only did it quickly engage me and get me wanting to explore deeper but I also was wondering what speedruns /challenge runs (like fewest die rotations or something). It's always cool when a game can get me considering those!

All and all this was super polished and was on of them most complete-feeling games I've come across so far in the jam, great job!

I really loved the aesthetics & soundspace you created!

While most turns felt fairly autoplay it still had enough strategy to it to feel like there was a realy game there.

The concept has a lot of potential, great job!

The idea was interesting and I liked how the rps-system was utilized, but after a few rounds it did start to feel samey and I wondered if there may have been ways to make the choices more involved.

Also letting you click to advance combat would have been nice for QoL.

Still an neat little game that you were able to put together, from what I've seen, flawlessly in a really short amount of time. Great job!

This was really enjoyable and relaxing!

The sound of the pieces hitting each other was super satisfying. I found myself sucked in quickly and enjoyed my time with it, great job

Honestly a pretty fun concept!

Figuring out when to pay money to try and gain better odds was an interesting task, plus it was pretty quick to learn the mechanics even without a tutorial.

I loved the character design and the animations, especially of him moving!

The gameplay wasn't the most engaging and it mostly felt like waiting for the results that got you to the goal.

Still the look, sound, & general feel of the game kept me motivated to play for a good bit!

A nice little game that's relaxing and easy to get into.

The biggest issue for me was the dice moved so slowly that it made the levels absolutely tedious to complete even if the solution was solvable fairly easily

I did like how intuitive the mechanics were and had no issues understanding the game even without any instructions

Unfortunately I had the same experience as the previous reviewer where I couldn't even get the game to function

The art was absolutely adorable!

I did encounter what seemed to be a bug where all of the enemies just stopped chasing me and went off screen.

Still a dice and fun little idea you managed to get together for the jam, great job!

Really loved the art & general aesthetics! I t was very relaxing to play.

You mentioned having issues with the camera, but I would have liked being close to things to appreciate the art more.

A bit of a " bennett foddy" type game, which isn't my cup of tea but you still pulled it off fairly well.

The random dice results did a good job of feeling impactful while not making it seem like you were at the whim of rng determining if you can make it past an obstacle.

The art and gameplay was nice, but there was a huge issue with visibility. The text was unreadably small, the game in general felt more zoomed out than it needed to be. I didn't even realize the snakes where shooting at me at first because the projectile was so small and it was hard to notice my health changing (maybe more feedback like a sound playing when hit would help too).

Still a nice concept and a cool aesthetic!

Nice little game!

It was pretty quick to pick up and controlled very well.

The potion mechanic was cool if a bit too rng-y for my taste

Maybe ig it didn't affect health it would have felt better to just be rolling different "builds" for the character.

But being said I still had fun completing it, great job!

Great job!

The game looks and feels really good.

There's something especially satisfying about doing a well-time midair rotation to stick the right side to the wall. 

It does end up feeling a bit bennett foddy-ish with the platforming, which I'm not sure is intentional. While that type of game appeals to some people it has never been my cup of tea.

Still, really well done!

Unbelievably polished for a 48hr jam, awesome job!

While the gameplay isn't much to write home about it still had my attention for a surprising amount of time due to it being simple, easy to learn, but very satisfying to watch play out.

This is a really cool, simple idea with some really nice art.

The big thing holding it back is that the middle left/right edge tiles are safe from everything other than a 6 of that side's color so I was able to survive almost everything by camping the one spot.

The sad part is I knew this a bout dice pip arrangements long before playing this game lol.

Still, an overall cool project!

I've noticed a lot of people using the "roll specific side of a dice onto the right tiles" type of games (I even considered making one at first too!) but this one has been the best so far. Both by reducing the number of different symbols form 3 to 6 it just becomes a lot more manageable but also in how polished and satisfying the animations are.

The elephant in the room is the absolutely amazing  art!

Everything felt super polished, the sound and animations everywhere giving you feedback on your inputs. The combinations of tension of uncertain results and strategy in planning what moves to go for.

Having more information on the enemy would have been helpful for me though. Plus if this got the chance to be more fleshed out I'd like to see more options for attacks, maybe even having them be customizable because as is it feels a bit too much like you just have to take what the dice give you and use that attack.

Amazing job!

Having dungeons themed off dice is a really cool idea, although I wish there was more to the theming than aesthetics (unless there was and I'm just incapable of putting the pieces together lol)

My only real complaint is the controls were really hard to get the hang of. I feel like traditional WASD movement would have been better.

Still, great job!

Thanks!

I've found that chocolate leads to a lot of silly comps that quickly snowball out of the poor evil carrot's control.

Being said it's still not the best team I've seen....

So glad you had fur with it, it was a blast to make!

Loved the art!

The idea of getting random numbers to assign to your characters is really cool.

The lack of any animations was a bit noticeable though. At a minimum I would have liked to be able to see numbers in terms of how much damage I was taking/hp the enemies had since I'm handed exact numbers to output into shielding/healing/attacking.

Still a fun little game to have come out from a very brutal time restriction

Really cool idea!
I loved the art style and the mechanics where simple, intuitive but still engaging.

The random numbers where well-executed enough that it didn't feel like I could get totally screwed by rng, but a lot more like I'm just giving a new set of tools each turn.

Being said I did see some of those game-breaking bugs, including the game straight up crashing a few levels in.

I loved the art style!

Game was simple and easy toa learn. Although after only a few minutes I felt like I'd seen everything the game has to offer.

It's really cool idea to have to keep adapting to random attacks though.

Despite not being done you still managed to hit the mark making it feel fun to just hop around a miniature city.

While not challenging I still felt compelled to try and get as many points as I could in as few jumps as possible just because it felt good.

I was able to launch myself off the map and fall forever, and one other time the game randomly crashed for no reason I could determine.