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JoeFrangles

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A member registered Aug 04, 2019 · View creator page →

Creator of

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The decision of whether to move first or roll first is one of the best uses of randomness I've seen so far. The game definitely needs a tutorial and some balance tweaks, but you've illustrated the core concept clearly. Well done!

Also, a way to view the details of a card when choosing between three would be extremely helpful, I kept forgetting which card was which.

Oof, sorry to hear you weren't able to get it working before the deadline. Best of luck on the next game jam, and will definitely give it a play if there's a post-jam update!

The concept of adjusting your gameplay based on what upgrades you get is an interesting one. I think it was at its best once you had a few upgrades. It wasn't entirely clear if taking damage gave you a penalty, so it was hard to evaluate how useful the hard hat was. I had fun with it!

This was a heck of an ambitious game to make in a weekend. But you've pulled off a solid deckbuilder (dicebuilder?) prototype here. I think what I enjoyed most was the design of all the different dice you put in, you have some very creative ideas there. That said, the readability could definitely be better.

You've got a strong concept here, with a lot of mechanics to play with. I can see a ton of different levels, puzzles, and setups that you could make with this. With some post-jam time to polish it up, I think you could have something really neat here.

I did also run into a bug where dice would sometimes go through walls, and once a dice kept moving without stopping, and I wasn't able to pick it up again.

Very nice! This feels like a solid puzzler, and the core gameplay loop is very compelling. The overall presentation is good too. It makes me wonder what else you could do with this set of mechanics.

I ran into a similar bug when I was trying to grab an enemy. I believe I was mid-jump, or maybe had just landed/was sliding on a surface while grabbing. If it happens again, I'll grab a screenshot.

Really cool concept, but the #1 thing I'm wishing for is a way to eyeball how far you can teleport. It's a little difficult to tell how far you're going to go, which flung me off into space a ton. I kept at it, though, which is a vote of confidence in the core idea. 

Also, I have to applaud your meta-adherance to the theme. Well done. :P

You've got a great core mechanic here; I could see you building a much larger game around it. Interacting with your own hologram opens up a whole world of puzzle possibilities, and there's so many secondary mechanics that can hang off of it. That being said, I felt the difficulty curve was a little rough here, especially when it came to learning new mechanics. It took me a bit to figure out what the hologram circle even did, and I didn't realize the red dot on the first level would open the exit. One or two extra levels to more gently introduce the player to the core mechanics of the game would help a lot.

Especially because, once it clicked? Hoooooo boy, was it satisfying to puzzle through these levels. Great stuff!

Tower Defenses are all about juggling resources, and in this case, there's only one resource to juggle. And by gosh, it is a juggle! When the game picks up and you have to keep a bunch of different plates spinning, it really gets good, and it's satisfying to beat back attacks on five different fronts at once. 

Two suggestions I'd have:

1) Make it a little more clear what the tower attack types do. I think the Fire one was slow combined with a damage multiplier, but because the units' health bars appeared I thought it was dealing damage over time. In the same way, it was difficult to tell that the knights were immune to bombs, since their health bar appeared when hit.

2) At the end, the mortar enemy appears just a little too quickly. If I invested the time to take him out, a new one would spawn immediately, and it felt like I'd just wasted my time for no progress.

All in all, a wonderful game, and a creative take on the one-tower Tower Defense!

Thanks for playing! With a little more time - the eternal refrain of the Game Jam - I would've added a proper menu/tutorial. In lieu of that, I've updated the game's page with default controls. For character direction, next time we might try some additional shading/outlining/extra visual cues to indicate direction, since it's such an important part of the tackle and the yank moves. When you're working with a key mechanic that needs to be communicated at a glance, better to err on the side of over-emphasis.