Really fun an juicy! I love hearing all the numbers tick up after throwing an ungodly number of dice and watching them bounce around. I really liked that some dice did really good things infrequently and some did kinda good things more frequently - decisions! Nice work.
Jahwffrey
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Really cute art style, fun little character, ladder controls need some work (but as always, I understand time constraints and all that). I wonder if you could take advantage of the fact that the levels are played in a random order by having what you do in one world affect things in another world? Not sure.
Cool puzzle! Lots of planning ahead required to squash all of the shapes into as small a space as possible to fit all the extra dice in. That said, puzzles like this need some kind of tutorial. I thought that I had to make exactly the shape in the lower right corner and didn't realize I could rotate it until I happened to make the shape rotated. Very slick looking!
I love these kinds of games and I really like this as an application of the theme! It's been said before but the entire board resetting every attempt instead of just the die is big drawback, but I understand time constraints are a thing. I wonder how you might include randomness in a game like this? If the die did random things when it touched a wall then you could just make a machine that works for one particular series of rolls and retry until it works. Just thinking out loud, not bad!
I really like the concept, why roll one die at a time when you can roll multiple dice and have them bounce off an affect eachother? Unfortunately I think you get too much money or maybe the dice are too cheap, it pretty quickly gets into a state when you can add dice as quickly as possible and your money just keeps on increasing. The MetaDice was dramatic!
Really cool idea! Alot of reasons to take your eyes off the road and also alot of reasons to keep your eyes on the road! Maybe I missed something but I felt like maybe the die didn't change it's mood very often? I really like the idea of having the conditions to calm this thing down constantly changeing, but in-game it felt like it never really changed and I only ever saw one face for a long time, I was typing out incantations far, far more often than changing the settings on the car's dashboard to fit the die's recent mood.
I really like the idea of losing your temporary upgrades to randomly maybe get a good permanent one, but I feel like the abundance of blanks and which upgrades get put on that die already being random worked against it in some ways. I'm not entirely sure what the solution to that last one is because if you completely get to choose what goes on it then why not just always choose the one you want. Tying the win condition into the same die was a great idea! Overall, this is a strong concept!
Great idea! I felt that when the robot was inching towards a platform and you had to rapidly swap out platforms while finding times to manage others the game was at it's peak. My only real complain are the times where it's the opposite of that and you're waiting for a slow robot to get in position so you can progress. Maybe a 'speed up' button? Dunno, but clever use of the theme!
Not bad! Once I was getting attacked by constantly flowing hoards of zombies and slipping around on the pathways of blood I had been constructing it was a blast! It perhaps, however, took a bit too long to get to that point, and maybe it was a little too easy to completely refill your health. I stopped slipping around after I realized if I just waited for them to group up around me and slowly shot at them I would never lose. Still, not bad!








