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Krobbizoid

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A member registered Feb 24, 2021 · View creator page →

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I was going to use braking as a kind of ‘drifting’ mechanic, so steering in the opposite direction is intentional. Maybe it should have been made a little more useful and clearer to the player.

Thanks for playing!

Very nicely polished game, the jumping animation in particular is a nice touch. The pace starts off very slow and unfortunately is a little boring at first, but when it starts speeding up you sort of get drawn into the game and just want to keep going and keep beating your score. The rush to get all the spikes out the way later into the game actually gets very exciting!

It would be nice if there was longer background music because it gets very repetitive. Some more variation in the level would also be an improvement, but it’s quite impressive for coming out of a jam.

I guess that’s your goal! I’m not sure if it’s even possible to get at least decent endings for everyone, but I’m glad you’ve checked out the mechanics thoroughly. Thanks for playing!

The graphics have a really good style, and the way the die moves feels very nice. It’s difficult to tell how much damage you are doing because the enemies don’t react, and I wasn’t sure what some of the icons for the powers meant without testing them a lot.

If you’re stuck with low damage attacks the enemies can build up until it slows down the game.

Having a selection of which powers to replace added a nice element of strategy, especially in situations where they all feel like sacrifices.

Definitely enjoyed the game and think it has some potential!

Very nicely presented! Leaving dice in specific ways to get bigger combos makes this a lot more interesting than most clicker games. From the title and screenshots I was expecting more of a factory builder type of game. The current strategies are a little lacking for that, but it’s really good for 48 hours.

Feels very frantic but it’s very well polished and surprisingly fun for how simple it appears.

The game has very well-presented and cohesive graphics, especially for a jam game. The puzzles get really tricky at points and give a nice challenge, although I got completely stumped in level 10. The way the arrows work is a little unclear, and it would be nice if you could see how far you would move when you have a number selected. The dice aspect doesn’t really tie into the game and slows the pace a little, but it’s good that the player can choose how far to move, and it doesn’t bring down the game much.

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It’s nice to see a more action-y game in the jam, and the metroidvania style gives it lots of room for expansion. Adding weights to the different faces really helps make you strategize over which ones you want, and risk having more zero rolls in exchange for higher damage. I like how the dice actually roll and reflect the sides you’ve picked. I don’t see why you would want to keep your old lower weight dice however, except maybe for dumping low value sides.

The elemental dice sides are an interesting idea, but it doesn’t get expanded on much, and there isn’t much feedback on whether you’ve picked the right type. It does make me think about the possibilty of having more unique effects to assign to dice.

It would be nice if you could actually see the second boss’s health. Also, after beating the second boss, I got a bug where there was a horrible buzzing sound all the way until the end of the game.

The platforming is pretty solid without any notable issues, although a little floaty, and the enemies can sometimes be nice and challenging.

Overall I really enjoyed it and think it has a lot of potential!

Thanks for playing! Personally I’m thinking about polishing up the gameplay and graphics a little after the jam.

The system was a little confusing at first before reading the tutorial, but after that it is quite fun and strategic. Holding the dice after you roll them and buying more rerolls is a nice touch that gives the player more agency. The graphics also have a very cohesive style.

There seems to be a bug (at least in the Windows version) where you can only open the shop once at each level you reach and the shop, rest, and recruit buttons duplicate when you level up. Although choosing to rest/upgrade early vs risking your party for later does add an extra layer of strategy. A restart option after game over would be nice.

Thanks! We spent a lot of time trying to get the whole character system implemented.

I like the fast and frantic pace that keeps you going and the way the music speeds up is a nice touch that contributes to this. The idea is a bit simple but the game gets a lot of mileage out of it. I wish there was a keyboard shortcut for the yes and no buttons.

Thanks for playing, the code is a mess but I have thought about polishing it a little.

I think there could be some interesting ideas for the different strategies of rolling the dice. It would be nice if there was a win or lose screen and a way to reset.

It looks pretty good but the die roll doesn’t seem to affect the gameplay much.

I really loved the characters, and choosing which dice to give up for extra health adds a nice element of strategy. It is a little short though, and sometimes it takes a few tries to get a die to actually roll.

Thanks! That actually was somewhat of an influence.

Thank you very much, I’m glad you liked the game!

The visual design and dice sounds are really good and I like how you can see the changes you have made to the casino and the people in it. There isn’t really much to do after you get all the upgrades, but it’s a nice change from the games where a random thing happens every so often.

The movement is nice and fast and it looks pretty good. I like that you can see what the different effects are. The bouncy bullets feel very satisfying to use, especially the exploding ones, but it’s a little hard to tell where you’re aiming. I wish the FOV was a little bit wider because it feels like you’re constantly bumping into newly spawned enemies.

It’s pretty fun but the player (and fire rate) feel a bit slow and there isn’t much feedback for when you hit an enemy. Some of the bullet types are very unique and having the option to reroll once per game is a nice consideration.

Genuinely very fun and challenging! The jump feels quite stiff and heavy but the movement feels responsive. The attack effects and dash are particularly nice but a little bit of invincibility after the dash might reduce frustration from running into stuff. I like the sprites and backgrounds but the platforms and tutorial really bring the visuals down a little.

Managing the ever growing pool of dice is quite interesting when anticipating the upcoming enemies, but the battles can sometimes get stuck in awkward situations for a while which really slows the pace, especially when you’re hitting space over and over. I had to restart several times because pressing space just before the victory screen rolls the dice again and causes a softlock in the next battle. Some upgrades such as the max HP didn’t seem to do anything. Other than that it is a fairly relaxing game that’s nicely presented.

A very unique concept and solid visual design. I played several rounds, but got a little confused by the entanglement action dice, they don’t seem to create the entanglement as seen in the tutorial.

You found this pretty fast! There is a link to the source code, but I agree that the license was sort of thrown together. I wanted to use some license that would let me develop this open-source, but have the possibility of switching to closed-source and eventually releasing it commercially. I might find a better alternative eventually.

Just about all of the graphics are temporary placeholders at the moment, but having to play staring at the corner is one of the bigger issues with this.

Adding some proper graphics and adjusting the difficulty (plus not making it so you instantly game over when caught) will probably be candidates for the next version.

Thanks for playing!

Nice graphics and sound effects! The first level gave me the impression that I had to get both balls to the goal at the same time, so I had to figure out why I kept dying on level 2 by trial and error. It’s also pretty frustrating having to restart the entire game after losing on any level 3 times. There were some fun moments in the game, but I would have liked a bigger focus on puzzles.

Thanks for playing!

I think this has good potential for puzzles, but unfortunately I’m not a big fan of puzzle games, and found it got difficult very quickly before I had time to figure out how to get through it. The teleporters (along with some of them acting as traps that you can only go through one way) adds an interesting twist to the concept of the game, but I found them a little confusing at first. Strategizing to find movement that doesn’t hit the edges was fun, but I think a more consistent visual style and possibly some background music would have improved the experience.

The game has a well-realized and visually pleasing style. The changes to controls force you to make careful decisions about how to lead your shots, especially when it is bound to mouse movement. It is quite easy to get overwhelmed with enemies, and it’s not clear how many hits you can take. Being able to see the controls after they have changed is a very helpful feature. Unfortunately, the controls feel quite slidy yet rigid (you seem to keep moving for a little while after releasing a direction, before coming to an immediate stop). Jumping also seems to only work on rare occasions with angled floors, which is a little frustrating with the bumpy ground. It would also be nice to have some more feedback on hitting an enemy. It’s quite fun if you can manage to survive for a significant length of time, but I feel that the controls really need some adjustment.

Thanks, I hope you liked it!

Thanks for playing!

There are a few tricks for improving control with the pillars, but it is quite difficult to keep track of which one is which. Thanks for playing!

Thanks for playing! We tried to make it easier to distinguish which pillar is being moved where, but it’s still quite hard to keep track of.

The shop probably needs some more balancing. Chains are quite tricky to keep on top of after you lose a few, but thanks for playing!

Thanks for playing, I’m glad you liked it!

Thanks for playing! It can also be controlled with the left and right stick on a controller, but we should have added some more input options.

Thanks for playing! If we had more time we might have balanced the difficulty more, or added difficulty settings.

Thanks for playing! We were hoping to add some more interesting upgrades, but didn’t have much time.

Thanks for playing! Upgrades and abilities were going to be a bigger part of the game originally, and we were thinking of adding some more interesting items, but couldn’t safely implement them in time.

The screen shake can get a little intense, which is partially why I added an option to reduce it (on extreme it can sometimes go past the edge of the background). Thanks for playing, glad you enjoyed it!