This is a really cool way to mitigate the randomness and put control back into the player's hands with a rolling mechanic. I liked it!
Kleinzach
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I love the amount of art and care put into this game. I love to see a good wario ware in a game jam. I liked the way that the dice interacted with some of the games more then others, like I wasn't a huge fan of the number die just making the game harder for some games as it just made it seem unfair at times, especially when I'm just coming upon the game for the first time. On the other hand, I did like for the basket game it would be collect exactly N, so you would have to choose to miss some on purpose. Really cool concept, and I love the presentation.
So, I like the concept of rolling to change character stats, but on my first play through I was accidentally skipping the whole rolling mechanic without realizing it (just spamming k to get through the menu). When I tried it with the dice mechanic it didn't feel like it changed the game play enough.
Thanks for playing! That is good feedback on the golden die. I intentionally made it a bit of a throwaway, but yeah I can see how it can be a bit frustrating having a whole level around it only for you to throw it into a fountain or lose it forever in some other way. I may want to reduce the story importance of it in some way. (I was possibly thinking of having the treasure of the first level being, like, a D8 or something instead.)
I agree about the UI being easy to skip. I put some important things over there, but yeah since its off the table it can seem less important. I originally had some of it on the table, but it was hard to fit everything that I wanted with a static camera angle. I may take another shot at bringing both the log and the die display in the top right more into the physical space of everything else (Like I did with the menu buttons in the top left). Thanks for playing!
Yeah, I would say that the accelerations on the character were maybe too slow, as it felt a little like my character was sliding on ice. Mix that with the digital input of using WASD, and it felt a bit off. It could just be a preference thing.
The Bullet effects were good, but the shooting itself felt a little flat to me, like it wasn't being fired from me but rather just appearing in front of my character. Comparing that to the juicy way that the later dice hit the ground to create shockwaves it leaves me a little wanting. Looking forward to seeing what you do with the game!
I really enjoyed what I played of the game once it really got going (Around level 10 or so for me). However I felt like the feedback wasn't quite right for the random weapons system. It felt like it just worked best to aim in the right direction and shoot no matter what type of weapon I got, like I wasn't reacting to what weapon I got but just what I shot. Also, because of the randomness the upgrades felt much less impactful because I couldn't really build around anything. It was fun, and I love how all of the weapons played, but the random rolling mechanics felt like they detracted from the experience rather then adding.
This game looked great, and played great. I really love the enemy animations in particular, and the lighting made it fit so well into the environment. While the enemies looked so good, the player and how they feel to move and shoot could have been tightened a bit more to bring i to another level. I feel like controller support would have been great as well (It seemed to work for moving but not for aiming). Great job!
Very fun. I love how everything seems to be a rigid body, that led to some fun moments. To anyone reading this before playing, I highly recommend using a controller, I had a hard time on mouse and keyboard before switching. A small grip is that the aerial movement felt very strange, like you could build up obscene speeds while pushing off of just the air; it took away from what was otherwise quite satisfying ground movement.
I like look of the isometric dice in the center, that was really well pulled off. The gameplay felt a somewhat hindered by how far I had to look to see each set of numbers, as I would have to look at the far left to see my numbers were, the far right to see my enemies, all while manipulating dice in the center. It feels like a minor things typing it out, but it was a lot of necessary information too far apart for my liking. I do like how frantic it is, and when I got into the groove it was really fun!
Solid overall, but for a few nit picks. I feel like the visuals could have used a clarity pass, like maybe a close camera and some more differentiation between the foreground and background. In the current state it is pretty hard tell whats going on when I'm so far away and the beautiful floor textures are the main thing catching my eye. Gameplay-wise, its fun if a little simple, and could use a little more impact to make your actions stand out some more. Congrats to the team for the entry!
My metric is usually is usually if I can recognize the defaults of the engine, like text boxes and stuff like that. The look of a game can be so good but I can be taken out of it by standard UI elements sticking out from the rest of the style for instance. I like the individual looks of the d20 and the background, but they feel like they are from two different games. You have the simple shapes for the background elements, that look great, and then thin lines of the D20 and arrow which look out of place. Its mainly just small nit picky things like that, but overall I still really liked it, and the gameplay loop is quite solid.