Ayy, Thank you.
Iced_Lemon
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So I have a question, is it valid to make a Touhou fangame for this jam?
We had an idea of a touhou fangame to make for this jam. The entirety of the game and it's assets will be custom made by us, we will just be using the settings from the Touhou Project, and the policies for fanworks are quite lenient: https://touhou-project.news/guidelines_en/
There were several fangames being made and published on itch.io and there was also a long running fangame game jam as well: https://itch.io/jam/touhou-jam-16
We've made a new game called Sanzu Surf Rush.
Help Komachi get to her date in time by surfing through Sanzu river and get rid of everything in her path. This is a small bullet hell breakout game about deflecting your comically size coins and bullets at your enemies.
You can play the game for free here and maybe gives a rating, all comments are appreciated:https://itch.io/jam/touhou-pride-7/rate/3687766
https://iced-lemon.itch.io/sanzu-surf-rush
video:
Ever want to play that one funny horse game?
Well now you can! We've made a new game bsed on that one popular twitter trend about horse races except you play as a trojan horse rigging the race. Can you nudge the wining horse to it's victory without getting caught from cheating in the horse race?
Game Link: https://iced-lemon.itch.io/trojan-horse-racing
Ayy thanks for checking our game out and we are glad that you've enjoyed it. The fact that the hold being very long is intended as being a wall is a valid strategy I had in mind when designing the move set. The hold is also longer for accessibility reasons as well for players with slower reaction times to time their dashes. As for the game freezing it that is also intended. The game is programed to close itself after the last level which does freeze for a while before it happens. It's like that because I don't have the time to make proper menus haha.
Hello, thanks for checking it out. We can assure you that this game is a legitimate game program made in the Godot game engine that has nothing malicious in it. What your antivirus had reported could be a false positive, but we'll keep an eye out on any potential lead that could caused our game to trigger that. Thanks for reporting it to us btw.
Hello, sorry for the late response. But thank you very much for listening to my feedback. I do have some responses to your points.
1. Yeah I can see designing a suitable visual indicator is no easy task, but maybe I can suggest also using a slashing smear effect but i a different visual?
2. Sadly I don't think I can come up of any reasonable way to fully prevent this outside of giving the players more iframes. Perhaps having some input buffer for player's action so that they can be executed immediately once the player is out of the stagger state helps? I do appriciate the effort on the team to experimenting a solution for this. But I can suggest at least address sections of the game where this problem is more prominent and causes more annoyance than it should to the player's experience. So far I can tell this issue comes from bosses that can spam heavy hitting attacks at a specific angle that is likely going to hit the player as soon as their iframes ends. From the demo these sections are the crab boss's 3 hit sword attack and the boss's 3 saw blade projectile attack. Perhaps tone down on the spam attacks in either their attack rate or attack damage. Or maybe make the crab attack end it's combo if it had landed a hit on the player.
3. About the damage number thing I did check my game and you were right about how the damage numbers are set and my game is not bugged. I guess I was too tired at the time to noticed it and I guess the fighting the boss constantly and dying to it in consecutive hits and had conditioned me to think every attack is lethal (which in my defense, 1.5 damage is still lethal). This point was the one where I was the least sure about anyway so I trust your judgement more on this one.
On yeah, one thing about the perfect run mode is that it's best to only show this mode on levels that the player have already beaten and indicate what is it fore (to help players attempt to get an s rank without needing to restart the level from the menu manually). We definately don't want new players mistaken that this mode is how the game should be played.
Anyways this is all I have. Again I am still very hype for this game and I will still get it once it is out so wishing you all the best in your efforts to complete this game.
Hello, I've been a fan of your works for a while now and I've been hyped about this game as soon as I've seen some teasers on twitter. I've gave the demo a shot and attempted at achieving a S+ rank on all levels, and I have to say this game rocks. I love the gorgeous environment art and the fluidity of the combat system. The moment to moment gameplay is spot on with satisfyingly tense combat. But I think the combat system demo still has some rough edges to iron out. When the combat works, it's a really awesome feeling of rapidly combo moves to dispatch enemies as fast as you can. However there are time where the combat does not work as well and it can easily ended up as a frustrating experience. Here some points I would like to point out that really killed my mood for the game.
1. Lack of Parry Indicators
Parrying is the core mechanic of this game and I think it is very important to communicate essential information to the player regarding that move, especially when its direction matter a lot. Currently it isn't clear how long does the parry last, how large it's its hitbox and how long does it last. This has contributed to a lot of frustrating "WTF I've right clicked on that!!!" moments in my play sessions. Sometimes I might miss a parry because my aim direction wasn't aligned with the attack but how much angle of deviation is considered misaligned? I really think this game could benefit from having a visual that indicates the hitbox of the parry. I don't know if the actual hitbox needs to be tweaked or not becase I can't judge it accurately, but communicating the hitbox to the player can at least let players to be able to judge clearly if a missed parry was their fault and how much they've missed it.
2. Multihits
This point is more of a problem when it comes to bosses. There are a good number of attacks where you can just get hit multiple times in a rapid succession with barely any way to evade them. This feels more frustrating than fair because you feel like you have no control over the consecutive hits. What this means is that you effective have next to no mistakes you can make during boss battles otherwise you can get pummelled in an instant. I've seen this is contributed by 2 things. One being that bosses attack too rapidly, some attacks are prone to this multihit issues (especially the stage 3 crab miniboss 3 hit combo and the boss's 3 bullets attack) and also the main boss needs to chill after each attack. And another is that any time you get hit you are stunned locked and only have a fraction of a second of iframes given after that which gives you very little room to evade an attack that is already coming when you are stunned lock. If I were to fix this issue, I would look into these first. I am personally not a huge fan of difficulty by limiting the amount of mistakes you can make.
3. Damage numbers
So you have 5 hearts and almost every attack hits for 2. That just means you have 3 hits before you are gone in most cases. I would not point out damage numbers as an issue on video games unless it's a problem, but in this case it is a problem when paired with the multihit issue earlier. While solving the multihit issue can alleviate the problem of taking too much damage and dying too quickly. I am not sure if you want the base enemies to deal 1.5 - 2 damage on average, especially on the base difficulty. Perhaps I can suggest that most damage sources would deal 1 damage as a base but make hearts only heal half a heart and maybe put the current damage values under hard mode. I am not entirely sure if the damage numbers is really a problem but I think it may be a good idea to have the average player experience to be challenging but manageable for most players, but leave the harder challenge for those who seek it.
Those are my main issues, some other issues I've encountered are:
- player's sword throw ability glicthes when the player's path is blocked
- game does not tell the player whether the dodge roll has iframe or not
- player, hearts and enemies can get lost in the foilage in certain foilage dense combat rooms
- I think it's beneficial to have a perfect run mode where the player has to restart the entire level when they die, this is mainly for players going for the S+ rank
These are all I have to say. I do apologies that this comment can sound negative. Aside from what I've mentioned here, what's the in the game is already perfect as they are and your works are still as fun and beautiful as they come. While I have my frustrations I did enjoy my playthrough for the game and I still hope to see through the development of this game. I've been wanting to play something like Hyper Light Drifter for a while now and perhaps this game can finally scratch that itch of mine.
(also just a fyi for fun, I've completed Tarn, twwwr, rusted moss, Ecila, Eli. and was the creator of Ballet and Steel)
a neat little puzzle game. I really like the environments and the art for the game. It clearly shows that a lot o polished had been put into this game and it certainly pays off in my opinion.
The puzzles are relatively managable with each level introducing a new mechanic which is wise for a jam game. although I am not a fan of puzzles that require some percision when it comes to aiming and jumping. But overall a great game for the jam.
Also the music is just *chefs kiss
Top down shooters is one of my favorite genres our there and you've absolutely nailed this game. I find the difficulty well balanced while engaging. I also dig the effort placed into making the game feel juicy. Game feel is one of those things I value in games and I am glad to say this one had done it well. I also like how the abilities for each size does have use at all times even if the enemy of that size does not show up. I especially like that the piercing rounds from the medium size and the shockwave from the large size works on all sizes allowing them to have more uses than just killing the specific enemy.
If there is a few things that I would change, it would be to make dynamite more intuitive to use as it is now hard to make it explode the exact location I needed. I would also give the 3 sizes a different colours to make them stand out.
Hi, thanks for playing our game and we hope you enjoyed it. The visuals is definately one of the areas this game is really lacking, we had a lot of the art planed but did not have time to have those finished. Instead we've at least spent the last few hours to polish up the game feel to improve the player experience, I hope you do find this game very juicy.
Wow, I was not expecting you to came back with all these in depth calculations. I am impressed.
Also sorry that the development for this game got shelved at the moment, life and other projects got in the way. I cannot promise if I'll make the update soon but if it does come out I can guarantee you that the there will be more ways to earn points that balance out farm milking.
Oh damn, I know farm exploit was a thing but was not expecting someone to milk it that hard haha. (Time to nerf I guess) But anyway excellent work on the highscore, I am very impressed!
Also the game over bug was indeed a bug I did not forsee, it is because I've made the game to check game over conditions as soon as you place the dice. That will be fixes soon.
- Randomly generated levels? Checked
- No I-Frames on hit? Checked
- Granade Launchers that will likely kill you? Checked
- First level is the desert level? Checked
- Lizard can Roll? Checked (roll the dice)
Yup, you've just made my favorite video game of all time and I am happy with that already. But for real this is a really solid game for a 2 day game jam and I am having a blast. The dice works well in this in this game too and I like that you allow players to alter the RNG. And given the chaotic nature of the game it fits very well too, I find myself taking weapons I would not take in Nuclear Throne just because it's up to pure RNG and it does not really matter.
A few things will say is the level complete flag is hard to find at times and the spawn point and enemy setup can be kind of brutal (but given the source inspiration of the game I can forgive that). But either way very good job on this one. A "little" more polish could take this game way further.
(PS: pls add screenshake)
First of all, Kudos on the visuals. I love goofy animations and the music, it does really set the tone for the game. The gameplay is solid too, a unique twist to the tactics game genre. I can completely obliterate my opponent with the RNG nature and good placement (although the same can be said about the opponent )
Thank you very much!!!
And yes, I do plan to keep developing the game. The current game does not have all the planed dice types we have and this game does show a lot of potential. I do plan to fully finish it to my vision. Can't promise anything yet but do expect content updates in the near future ;) .
Ayy, thank you for enjoying the game. Usually the "best move" really just depends on the current setup., and with the interactive and random nature it's hard to pinpoint an objectively "correct" way to play. This game only ends with either you run out of dice or the the board is filled, and it does not really define a lose a lose state or a win state, it just ends, so do play the game however you like, a "good strategy" just lets you survive longer in the game thus more points.
Also yeah I do agree that this game works well as a quick 5 minute "time waster" game on mobile too. I would definitely consider that, but currently I goal is to fully realize my vision of the game for PC, so expect future content updates ;) .
Thank you. With the fact that this game is quite open-ended and there is no point preview does indeed make it hard to figure out the best move. Also the interactive nature of the dice make it hard to keep track of good strategies. Even I myself do not know the game fully haha. But since this game is open ended in nature there no really objectively right or wrong solution, most of the time the "best move" depends on the current setup. But here are some pointers I've find that I can share:
- Try to reroll before you play to get the value you want, your ability points refill at the end of the turn anyway so there is no reason to not use them.
- farm dice generally worth more when they have lower value, and try to keep them on the board as long as possible to maximize it's growth.
- If a farm dice reaches the value 6 and had it's value reduced, it can regrow back to 6 again netting you more points.
- When placing dice that can remove other dice, try to place them in spots that can maximize the removal count.
- Try to place lake dice in places that have the most empty space surrounding it, the most empty space you can get is 7 due to how it's placement rules work.
- Each dice type had a value upper limit of 6, but lake dice had an upper limit of 4 and for village dice is 3. This is good to take note when rerolling dice.
- Your hand limit is 8 and you cannot draw more when the limit is reached. So time your dice with draw abilities properly so you won't waste them.
Ayy thank you for enjoying the game, the whole building theme was particularly inspired by some games that are minimal builders such as Dorfromantik and Islanders where there is not much going on other than strategizing where to place your buildings and maximize score gain. I do very appreciate the simplicity of the mechanic while containing a lot of depth and wanted to make something like that.
Holy this is arguably my favorite jam game I've played so far. The gameplay loop is extremely addicting and well polished. It's hard to understand the game at first but once you get in the rhythm of the game it feels really satisfying to pull off combos (a combo meter would be the cherry on top).
I hope to see this game get's developed further, it's very promising as of what it is now. I would suggest that some player health indication on the plater itself would be a good idea since the chaotic nature of the game does not allow me to to look right for one second.
Very sick game with a good amount of juice that I expect from a game like this. The gameplay loop is fun and a very clever use of dice mechanics in a twin-stick shooter. I have more to say other than this game could use more content than enemy verity. Very juicy and fun game!
(PS: you might want to nerf explosions since right now explosions can also cause more explosions which is capable of deleting entire crowds)
This is a really neat concept. I like the dice customization aspect, and the minimalistic design of the art style and sound effects does give the game it's own charm.
This game could use some balancing work though, particularly make the first encounter more doable since my first attempt ended up with me and the enemy ad too many shield s that both of us can't die hehe.
Other than that it's a solid game, a neat idea well executed (mostly), I approve!
Took me a while to figure out what is going on but I find the gameplay and controls simple enough. I think what is really confusing is figuring out what the AI is doing (it sometimes does some funny things like scoring it's own goal and constantly pining one of my guys vertically for no good reason)
I do like the idea of a football twist to the Dicey Dungeons gameplay, and I enjoyed my time with it. Awesome game, a local multiplayer mode would be a good idea.
(also you get bonus points for making axolotls as your characters :D )
































