Art, sfx and the overall polish of the game are top notch. I had a great time playing. The isometric controls are a bit unintuitive at first, but you get used to them after a while.
JakobPS
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Really good visuals and sound effects, I really liked the guy in the tutorial conversation. I was a bit thrown off by the instant deceleration at first but the controls felt really sharp after I got used to it. The spike jumps at the end of the castle and some of the jumps in the tower felt maybe a bit too hard, and I also didn't like how fast the ghost follows you (he stunlocked me in my first attempt). Also how did you get the extraction times to save between plays? That's such a nice feature!
Really nice game. The art style and sound designs are great, and the particle effects are clean (also the trash reminders on hover were very useful). The simple premise leads to surprisingly deep gameplay deciding what trash to throw and saving the right items for the right enemies. Being able to throw more than one item at a time is also a nice touch and I felt super clever figuring it out.
Thanks for the feedback. I felt it was easiest and cleanest to just have one pause menu with volume controls and tutorials you could reference during the game, but it did feel misleading to label the start menu button as "Tutorial". I do agree that I should have added some more notes on the importance of stealing.
The game is super fun and the level / enemy variety is impressive. The controls are sharp, but instant acceleration on the player makes it hard to do precise on the small levels. The game has a bit of a learning curve and even after playing for 30min I couldn't finish it, but this is also due to a bug that seems stops generating stages after a certain point. The graphics are really nice and having the orb in the back indicate where the enemies are spawning is a nice touch.
Very interesting and original idea, the art and animations are great, I love the music but it does seem to not loop and I would like to hear some more sound effects. Also I don't know if it is intentional or not but I think you can still move after attacking so you end up teleporting around a bit and it makes kiting enemies quite easy. The pause menu is also insanely well crafted for a game jam.
The audio and art is amazing. The gameplay is also great (I love that you can grab multiple fish in one swoop), I like the platforming sections between stealing, but I think the hitboxes and timers could be a little more lenient, it's also pretty annoying having to restart all the way at the beginning especially on some "blind" jumps where it's hard to see fishermen before you jump. Also the font feels a bit mismatched with the beautiful aesthetic.
I had a blast! Love the graphics and the gameplay, it's super fun how everything gets very chaotic at the end. It took me a minute to figure out you need to click on the presents in the upgrade menu but after I got invested fast. The background does stand out a bit with the pixel art esthetic of other assets and I wish there was a bit more to the ending (I may have missed something as I did only play to the 250 gifts which was enough to max everything), but overall the game was great. I also really liked the different colours of the presents.
Dice Goblin is a strategic turn-based dice battler inspired by the thief encounters in traditional roguelikes like Slay the Spire, where you take on the role of the thief that needs to steal dice shards from the enemies to power up and defeat the boss of the dungeon.
I am a solo dev and I put my all into developing this game during the last week, as always there are a few rough edges, but I am very proud of the result and will appreciate any constructive feedback.
The game feels very polished and the character's movement feels sharp, but switching between left and right click is just very unintuitive on a laptop, I don't see the reason why the dash and bounce aren't just bound on regular keyboard keys. In some places it is also a bit hard to tell the foreground from the background, and the spikes are very hard to pick out first time going through an obstacle. Even with all that the challenges are still fun. The respawn system is also very well done.
The game is really polished and the themes seem very intriguing but I think it's stuck in a loop on the second day? I don't know if I'm doing anything wrong but I just keep making the polar bear over and over again and the story doesn't seem to be progressing?
Edit: It's fixed now. I really like the art and the cute-horror mix.
The polish is insane. The soundtrack, minimalistic visuals, shaders, movement feel, sound effects, color scheme and tutorial are all top notch. The thing I was missing was a pause menu. Otherwise my only gripe with the game is that enemies die in one shot so if you manage to rush them as they spawn they can never stack up and provide that bullet hell experience. A insanely fun game nonetheless.
I enjoyed the gameplay and I really like the art of the little guys and the environment. I would say that the camera felt finicky at times and it's a bit annoying having to restart the entire level if a little guy falls into the water. As the levels are a bit long I think the game would benefit from a checkpoint system.
I think the puzzle elements and size changing are done quite well overall, but I felt like limiting the amount of times you can change size was more annoying than challenging as it would lead to having to restart the level due to not knowing what comes next. It also doesn't help that the morphs left counter seems to not be working. I would also constantly get stuck in level 4 after accidentally pushing the smaller boxes to the wall trying to jump over them.
I feel like the underlying ideas presented are quite solid. I also really like the artstyle, I think it's very unique and memorable and fits the theme really well. Reading the About Developing segment I think if you just worked a bit more on what is present this game could have been really good. Maybe you could have added a sort of an upgrade system and made a Vampire survivors type of game? The main criticism I would have right now is that the enemies spawn and move quite fast, swarming the screen really quickly. The red enemies fell really hard to deal with. The photoshop UI elements also block the view of the stage at times and there is no sound. Overall the artstyle really shines, I hope you make more games in the future.
Holy hell I am amazed by the scaling mechanics you managed to implement. The robot and the rest of the art isn't too shabby either. My only problems were that the shrinking and growing mechanics were quite hard to figure out and I think the end of level conditions should be posted more clearly. It was also very hard to interpret how the end of level conditions work at times, especially for the average the sizes condition.
The cutest art ever. I think the application of the theme was very unique and the music was great. The criticism I'd have is that to me it wasn't evident it was a rythm game at first so I lost lots of heart power spamming keys. The notes coming from the side was a nice novel idea as well but it was a little hard to discern the boat's hitbox.







