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 :)
kldenmark3
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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!
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 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 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 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
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.
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)
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!
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).
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.