Winning with level 1 loaded dice is crazy! There's nothing deterministic about the physics system, so I can't tell you how unlikely that is other than just very. I agree that this powerup is overpowered, and it'll definitely be lessened/made more expensive in the hopeful post-jam update. Thanks for playing!
kungfuisdead
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This was such a nice, polished, and complete experience I really don't have much to add, and I don't want to seem nitpicky, but I do have some feedback. The game does get too easy after a couple of upgrades. I didn't continue getting them, but the enemies quickly stopped becoming a problem after the homing and extra projectile upgrades. Also, a confirm button on the upgrade would help me, who was in such a flow state trying to get to the next level I bought an upgrade I didn't need. Finally, I would find the character controller more responsive if I could feel my character crouch in mid-air. I felt myself missing the visual feedback of an in-air crouch of Mirrors Edge, for example. Here's a video of it if you haven't played.
The really cool, dark/mage-y art style, and great level design with very consistent pacing, some difficult jumps, and hard enemies (at least until the power spike) made for a great experience! I could play a lot more of this.
I had a lot of fun! A lot of funny moments, including my ending (I forgot to check the build, which sounds like me irl lol). I also enjoyed the different tabs on the computer, especially SlopGPT ("Googling the error for you..." made me laugh). I liked the unique artwork on the walls, and actually the 3D environment as a whole was really well-made and cohesive. It felt cozy, but not cramped, and intuitive to walk around in.
I agree that the website crashes too much! Maybe a minigame could go here, too, instead of just waiting? Like the chrome dinosaur game or some funny version of it?
I really enjoyed this one, and the frustration didn't overstay its welcome at all. It was really funny, y'all seem cool, and it seems like you had fun making it! Great work!
Thanks for your comment! The timer collision was such a simple issue, I just forgot to turn it back on after importing a new model, ugh -- you might say I just didn't notice it in the stress of *The Final Hour of Game Jam*. As for the scoring thing, I couldn't decide on how to settle the question of multiple dice passing earning money criteria at the same time, and I decided to just let the 6 win always. Your feedback made me realize this is totally fixable by just letting both happen at once, and I have an idea for a UI element to help with that. Thank you for the great feedback!!
I actually can't decide whether to keep the low-force roll exploit (but make them harder to pull off), or stop it completely... many low-force rolls actually do flip the dice, it's definitely not 100% abusable, and I also think it's funny... hmm...
Thanks for your thoughtful comment, I really appreciate it :)
I'm glad I found this one, great game! I thought the visual aesthetic was very strong, and the writing was great. Like others said, a bit of a tutorial for the card game would've been helpful, but I eventually figured it out! I thought with a tutorial, it could've even been a little more difficult. This whole game was really interesting and really well done.
This was a lot of fun! I agree that it's a missed opportunity for a nice explanation of the Collatz Conjecture, which I would've enjoyed (and I assume you would've too!) But I enjoyed the level design and gameplay a lot. I noticed a couple of things: when zoomed all the way out, the guideline was very small and hard to see. Also, at very high speeds, the velocity can get stuck 100% vertical or 100% horizontal, which won't ever hit the hole and beat the level. These issues didn't stop me by playing the game as intended, which was really fun!
I enjoyed playing through this one, and it was short and sweet! I agree with the other comments, I thought visual feedback when hitting an enemy or being hit would've improved my experience. But the core of the game, the moving and shooting, was well done and I enjoyed it. This is definitely a start to something great!
I really enjoyed this one! I really loved how intuitive the gameplay was. The character controller and physics were seamless, and the world looks great! Learning the mechanics for moving and activating the guests/props was really fun and intuitive. I also enjoyed the scoring system's way of explaining things! I laughed when my Tony got caught in the frame... very unprofessional. This one wasn't a high score or anything, but the clowns totally stole the show
Thanks for your review! I really appreciate the feedback! And I agree, the gold stars would be a lot more of a reward if you could do anything with them, even dice skins. Our artist actually made dice skins, but I couldn't manage to add them in time, another reason I really admired y'all's level editor lol!
I liked playing your dice game! I thought the UI and world/enemy artwork worked really well together, and I liked the visual language. My only note for the art is that the upgrade text was small and a little hard for me to read. I appreciated the tip to always stay jumping, which is what I ended up doing. It made me wish I could hold down the jump button! Anyway, good game! Congratulations!
I thought the mechanics were a little confusing (maybe this is a me problem), and the UI/animations could've been used to clarify what was happening with the dice - which ones were being chosen vs. rerolled, and when I was sacrificing dice. This game does feel really snappy, and I still found rolling the dice to be pretty addicting.
This was a nice, focused project, and I think the game came out really polished. I really liked that art style. It was cohesive, and the audio worked well with it. It has a very strong visual/audio theme. I think the biggest area for improvement would be the camera. I found it hard to see much detail, especially doorways or any part of the environment not marked with a light. I thought the shooting mechanic worked well and was hard, I didn't really mind the so-called jank. I thought that the time penalty for shooting made your gun a last resort, and the enemies eventually unfreezing added to the element of urgency.
I thought the world and environment looked great and the mechanic made sense! I love 3D interfaces/ui like the phone and item-sending-machine and I thought they worked great. But like Fabiak said, I'm not sure how you could make mistakes in this game. To me, it felt a little like a to-do list. Once all the items had been translated, the game was over. Maybe having the player enter their own translations as the items are sent would create the possibility of a mistranslation, and that could have consequences down the line? That being said, the game worked great and it was still really satisfying to beat!
I enjoyed the concept a lot! It was a little too hard for me to read my screen at times, which made the math problems hard! I didn't enjoy shaking/nodding my head as much because then I couldn't read the screen, which would tell me to do a different motion. I really liked throwing the marker at the whiteboard, too.
Super clean, polished, and fun to play! The controls and objective were clear, and it was satisfying to cut several floofs at once and hear the sounds as they bounced around/were collected. I really enjoyed the trajectory lines, it reminded me of mobile pool games and I really enjoyed lining my shots up like pool. Great game!
This is a really cool concept! It was fun knocking the enemies around, but it was hard for me to pick up the echo system and getting their countdowns to 0. The core gameplay was really solid. The animations, combos, and physics looked and felt great, and I would be interested to see how you could build a game around this given more than 4 days. Great work!
I liked the cutscene at the beginning, which added a lot of context for the plot. I liked the pausing time mechanic, but I wish it was harder than just walking around and interacting with things. Like others said, it did feel a bit tedious. Maybe you could get the information some other way, like a minigame? The art was great, and communicated the message clearly! I liked the character's design, especially in the cutscenes
I liked the premise of this game, and it was definitely stressful! Turning the keys and finally launching the ship was satisfying. The dots clicking minigame and the pressure gauge minigame were both easy to cheese. There's no penalty for incorrect clicks (as far as I could tell), so spam clicking and waiting was a foolproof strategy. The 3d models and art were good and cohesive, but I think music could have added to the environment and tone of the game.
I loved the art. The cutscenes were beautiful, more like pixel paintings. The sprites were great, especially the different seasons and environments. Sometimes, waiting on the NPCs to move made me feel slow, especially once I had a plan to beat the level. I appreciated that if none of the NPCs are planning to move, you're able to move much more quickly.
Also adding a level editor is so awesome, it really blew me away that you included that in a game made in 4 days!
I enjoyed the limitation of a set number of jumps per level, and it helped me to think of the levels top-to-bottom rather than left-to-right, but it was a hard game! I thought the wings flapping sound got annoying after a while, but that might just be me. Cool and interesting game, and I had fun playing!
Shout out to unfair flips! It was absolutely a huge inspiration for Dice Down and "Unfair Flips but with dice" is such a huge compliment! I loved how they ran with the simplest mechanic imaginable (the coin flip) and also how the game was $2 -- such a good example of why I love indie games. Thanks for playing our game!
