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leddoo

14
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3
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A member registered May 25, 2019 · View creator page →

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this was really cool! 5/5
a simple mechanic explored to its fullest.
my only criticism would be: make it prettier & quality of life stuff (snappier drag & drop, drop to swap, explain why "end round" is locked (no space vs last round)).

cute animations & textures.
i found the gameplay a bit shallow.

nice sound effects.
i had to restart and read the title to understand that you're supposed to align the dice in a row. on the second level i tried to align them in an L shape, as suggested by the level geometry.
the animations were way too slow, especially for resetting, as there's no undo (or i haven't found it).

sound design is amazing!
i'd prefer it if the game explained itself, so i don't have to minimize to read the description.

neat!

i love how the main menu is a tutorial!
colors & effects are beautiful.
"dying/killing" is a bit uneventful :D

nice audio & video!
gameplay would probably be better if things felt more responsive. i think i've somehow got the dice into a state where it never stopped rolling (visually, it still worked). some kind of feedback for when the dice is ready to roll and when clicking the dice would be nice. and an indicator for your current item. the camera angle was a bit odd.

that's really neat!
first puzzle game where i felt "in control" of the dice.
begin/end of move were a bit fuzzy. maybe some ease in/out for the velocity?

missing that juice :D
the idea was pretty cool.
more feedback for the dice's rotation would help. maybe move indicators (esp since it's hard to see the tile boundaries). this game as a pretty cool rotation indicator: https://nakst.itch.io/dices-odyssey

sadly there were a few glitches, but the game was surprisingly hooking, given that you technically don't have control over how much damage you do. but being given the choice between multiple dice added a touch of strategy, nice! also a very good decision with the d4.
dying felt pretty pointless though. i just tanked the final boss and ran back down when i died. maybe the levels could reset on death, but then you'd need to adjust the difficulty, i think.

the transparency was really confusing. at first i thought the dice were placed "above the playing field".
took me a while to get that the thing in the bottom left is the dice that'll be rolled. before that i didn't feel like i had agency. once i understood it, i just always chose the color with the most faces, winning with 8 dice left. the game lacked a bit of depth (just choosing the max isn't very challenging).
that said, the idea was really cool! and in a game jam, you don't really know beforehand how the game will play. so nice job!

finally having the solution felt super satisfying, but "unstable" at the same time (wasn't sure this was going to be the solution), i didn't feel "in control". figuring out the path was more guess work & trial and error. some levels in my puzzle game suffer the same problem, it's just really hard to think about dice rotations, especially across many moves.

rotating the camera, or displaying valid moves would have been nice.
the texture filtering made the 4 look like a 1 at times.

there's certainly an interesting core mechanic!
i felt purpose was lacking. maybe some form of progression?
some more juice would have been appreciated too :D