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kldenmark3

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A member registered Jun 16, 2020 · View creator page →

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I loved the visuals in this game!  I almost didn't realize there was a dungeon until I walked to the edge of the first area and saw that there was a shaft leading waaaay down :)

We just created all the levels as Godot scenes.  I did make it a little easier on myself by making a base scene that the levels inherited from that had the tilemap for the floor, the player, a goal and the compass rose thing.   I also set up the snap grid  so that it would place all the game objects in the center of the tiles.

Thanks for playing!

Interesting way of doing movement.  It made you have to think every time you move, but I think I prefer this control scheme to a lot of the other games like this that mapped up/down/left/right to an isometric setting (I constantly get which direction is which mixed up in those).

This is neat game.  I liked the turn-based player and enemy moves.  I did get killed really easily, though.  For me, the default strategy kind of turned into 'wait just out of reach until you roll high enough to move to the enemy and kill them in one go'.  I feel like I wanted some kind of extra actions besides move/attack.  Maybe a way to heal or defend? 

Regardless, I liked it.  Well done!

I had fun, I laughed a few times while playing as my poor bunny jumped into the water.  Well done!  Grid or a landing indicator would maybe have been useful, but I kind of liked the learning how far each hop goes and the guesswork that came that for the single level :) 

I really liked the die affecting gravity.  Could have used some control improvements.  For example, defaulting to facing right, and having the 'grab' button next to the 'move' button were both a bit annoying, I kept wishing the RMB would pick up the die.  But overall, I think that this is great for a 48 hour game :)

I also made a die rolling puzzle game.  Its fun to see all the different variations on the theme.  I like how you were able to control multiple dice in yours.  Made for some good 'a-ha' moments once you realized you could stack dice to get around different obstacles.

I got to rook.  I liked the concept!   My main strategy for staying alive was just to look up to see where the pieces spawned.  I liked the different effects for each die number, but I think it would have been more interesting if you'd let the number the die rolled on determine the effect and had the ability to either jump or interact with the dice in some way.  I think this idea has potential by introducing more types of dice (d4s, d6s, etc).  If you wanted to keep your difficulty progression concept where higher numbers = more danger, you could scale it so that earlier levels use lower-numbered dice and as you get further in the game, higher-numbered dice  are introduced.

I'm sorry your game has a bug that crashes it, but it was fun to watch everything get generated, I'm glad you left all of the steps of that in :)

I really liked the puzzle design and changing camera angles, but sometimes it was really uncertain (especially after camera angle changes) which input direction mapped to which  way the die would go.  Fell off the stage a few times because of that.

Cute little game!  This reminds me of the wood marble run toys when I was a kid :)

I like your twist on the 'roll the die to a goal' game that a lot of people this year (me included) made.  I was about to comment how I wished I had a better way to figure out which side was which, but then I realized if you know two of the sides (like the game currently does), you have enough info to know them all.  Wish I'd had that  realization while playing lol

I like the concept, though it could use more variety from the enemies .  I think it would be fun to see something like this where going through the game earns you modifiers (like in DnD) for your randomized stat rolls

I liked the concept and the think that the move preview was a great idea, but all of the movements/animations definitely could've been faster!  Adding some kind of visual effect to whichever side is powered up also would've been useful while planning moves

This is nice for 2 days of work, you've got all your basic game mechanics working.  The path building gave me flashbacks to making paths in Roller Coaster Tycoon :)  I think being able to click and drag to make multiple path segments would be a good addition to the controls.

Nice little game (especially for less than 24 hours!), I liked the art.  I definitely think you should stay facing in the direction you're moving when you stop instead of facing downwards when there's no input.  As it is, you're kind of forced to move towards the enemies unless they're south of you.

Cool idea!  The art was really nice and I really liked the concept of picking/rolling different dice in a particular order to try and match a constraint.

It's basically combat Yahtzee!  I really liked this concept, I feel like there's a lot you could do with it :)

Nice concept (I also did a similar die rolling puzzle).  The 'decrement the tile by the number' mechanic isn't something I've seen yet today :)  I did find it a bit difficult to keep track of what die was on what side, even with the little pull-down menu.  I think what you had was okay for the levels in your game, but I think it would be hard to plan out your moves if had any larger levels.

Nice game!  I also did a die rolling puzzle game.  I really liked that you gave the option for top vs. bottom orientation.

Nice job!  My game is very similar to yours :)

I liked this game.  The scroll wheel to change die could have been a bit faster, I think.  This jam was also the first time used godot to make a complete game as well :)

I really liked the creepy black-and-white aesthetic of this game, though the combat encounters could definitely have been more interesting.

I liked the idea (I also did a die-rolling puzzle game) and your execution of it, but I could definitely have used some kind of way of telling what was on the other sides of the die.

Cool idea!   Controls were a little slippery at times, but I still enjoyed it a lot

This was a neat idea!  Took me a minute to get the figure out, but I thought it was creative how the die rolls were used in two phases to determine battle position and what that die does each turn.

This was a cool concept. I really liked that the die faces had different powers, it made for some interesting puzzles.  I really could have used some way of telling what the die faces on at least one of the other sides (then I'd have complete information about the die instead of having to guess/remember what's on the left and right sides from past attempts)

Haha I love that your main character is left out because it's a sex dice with words and that its name is a play on 'sexy'.  The monopoly man at the end was funny too.

Cute little game.  I enjoyed that you had to use a combination of luck and remembering where the places that kill you are to get to the goal.  I definitely got which direction was active and which one wasn't backwards at first; the flashing made me think the opposite direction was the active one until I noticed the others way was moving.  You could definitely make those arrows bigger and more obvious.  But I liked the game overall :)

Nice little platformer, I liked the at the face of the die shown was how many lives you had left.  My only minor quibble is that the jumping felt just a little off to me, cause I normally expect there to be some slight momentum  that carries you just a bit higher when you release the jump button early.  I also thought your spikes could have been bigger.

Overall, good job, though!

I like the concept.  My game had a similar solution for displaying what adjacent die faces are :)  I do think that moving the options closer to the player would have been helpful, since there's a lot of going back and forth counting spaces.

Nice, simple platformer, I enjoyed it.  I think my only real nitpick is that the jump height is pretty high, and I wanted to be able to tap the button for a shorter amount of time to jump lower sometimes.

This was good for 2 days of solo work, with lots of different attack and weapon types implemented in a short amount of time.  I liked your approach to how the dice were used and upgraded, its a good mechanic.  I think the things I  most wished the game had the most while I was playing were some sound effects/music and some visual indication of when you get hit.  But good job overall :)

I liked the aesthetics/background music and text-based gameplay.  I agree with the other commenters about the UI.  Since this is sort of mocking up a computer terminal, I think that adding a 'help' command or some other similar thing to display the possible commands would be a nice touch (that actually was the first thing I tried to type in before I went to the comments to figure out what to do).

The speed/acceleration stuff felt and looked right.  I liked the series of 3 boosts at the end that send you flying.

Had some Unity crash errors at first when I ran into bats but they seemed to go away once I figured out how they moved and could kill/avoid them.   I really like the cat/9 lives idea and the randomized power each time you die mechanic.  I felt like the controls were a bit finnicky, I found myself slipping a little too far when stopping and falling off edges.

I like your concept of randomly generated resources, but I got unlucky and rolled terribly for food a bunch of times in a row so I went down to 1 worker and wasn't ever able to really recover from that.  Also possible that I'm just not playing this correctly/well.  It also looks like some of my site upgrades went back a d6 after a while, not sure if that's a bug or there's some kind of maintenance cost to keep the upgrades.

I made a similar die rolling game puzzle game too.  I really liked your concept of being able to transfer control from die to die.  Also, the ability to see the colors on the other sides of your die through the edges was a really nice touch!

Sorry you didn't have time to finish, I'd be curious to see what this looks like when completed.    Running around on the face of the cube with a bunch of enemies chasing you reminds me of that one level in Psychonauts

This game looks great and is challenging and fun.  Loved the 'choosing between rolling for effects and shooting enemies' mechanic.   I think my only (minor) criticism is that the walls sometimes block your shots if you're standing up against them.