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LicGWasTaken

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A member registered May 27, 2022 · View creator page →

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I could not figure out how to break myself out unfortunately, but I really liked it nonetheless! A well executed puzzle game overall.

I went the biblically accurate route and kept winning, then I took my wings off and lost immediately (x_x).

I loved the game but most of all I loved the art. Every enemy is charming in its own way and they just kept coming! Whenever I thought "cool, one more enemy. This is definitely going to be the last one..." BOOM - Here's 3 new ones you've never seen before! If this jam had sub-categories, I'd vote you for best visual design. 

Some animations were too much, moving the camera this abruptly was quite jarring. One exception to this was crouching, which felt refreshing compared to just lowering the camera. Other than that, pretty nice! I loved the cute little dragon quest-like enemy.   

Insane level of quality. My only nitpick is being forced to look at the radio for instructions. The atmosphere is great but this way the immersion was somewhat lost for me. You could display a map of the level instead of the mouse or maybe add some kind of visual aid like e.g. graffiti at intersections showing the way.

Nitpick aside though, I had a lot of fun! Thanks for making this!

Let me preface this by praising you for the audio and visuals - the game exudes professionalism. That said, I must have missed some crucial step. I was expecting some more upgrades and found none, there was seemingly no consequence for staying in the dark and there was this rock on a chain that did... something? I ended up just mining aimlessly until the end cutscene. Reading the comments, it is safe to assume that I am entirely to blame for my confusion and I'm willing to give it a second try if you'd like to give me some hints. Overall very polished though!

I got genuinely caught off guard by the eeriness of the corpse scenes. The last time I saw it executed this well was DDLC, and that is saying a lot. Overall the audio and visuals go hand in hand very well, congratulations!

There is a thing called "preloading" which I only learned about yesterday. That might be what's causing the lag spikes. Shame on me.

Jokes aside, happy to hear that you enjoyed!

Thanks! This experience thought me to always add a toggle for music. I also just figured out it is not looping quite as it should which makes it a lot more noticeable, but yeah, some like it some hate it. 

This was really nice! 

  • Game getting spookier over time? Check
  • Puppy? Check
  • Main character at one point goes "Maybe I should just buy a new dog"? Check

What else is there to say.

This definitely needed an extra couple of days of polishing to get rid of some frustrating details. Overall though, great job! Out of curiosity: is there anything at the end of the cave?

I appreciate the kind words! The Web build does struggle a bit (T-T).

Thanks for the kind words! I worked a lot on polish, happy to see that the effort wasn't in vain.

One comment is not enough to express how much fun this was. I LOVE the character animations, I LOVE the inventory screen, I LOVE that one left ore disguised as a right ore. I was having so much fun in fact, that I did not stop playing even after falling off a cliff into the endless abyss and having to start anew. 5/5.

One comment is not enough to express how much fun this was. I LOVE the character animations, I LOVE the inventory screen, I LOVE that one left ore disguised as a right ore. I was having so much fun in fact, that I did not stop playing even after falling off a cliff into the endless abyss and having to start anew. 5/5.

(°o°). I did, in fact, play in the browser - Shame on me!

Thanks for the compliments, I'm happy to see that people are enjoying it!

Glad you enjoyed! I appreciate the feedback. You are right, music does tend to be quite subjective, doesn't it? I'll make sure to add a way to toggle it on and off in the future.

I find the amount of content in this game to be astonishing, there are genuine layers to this! The visuals could use some work, especially the darkness towards the start, but the audio is done quite well and the mine collapsing adds some nice tension. Bonus points for humor: the item descriptions and the length of the elevator ride made me chuckle.

Entirely subjective nitpick: I think the sound effects could use some tuning down. They happen so often and so seemingly randomly that after a couple of minutes they weren't contributing to my immersion any more.  But other than that small detail, I adored the atmosphere and exit 8-style puzzle room, very well executed.

Wow thanks for the feedback! The original idea was indeed the ship being slowly eroded away by the enemies etc., it somewhat got lost by the end of the jam. (• p•)

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I'm glad you liked it! The lighting is intentionally this dark, it's a tough to find the sweet spot between too dark and too light!

You never know where a game will end up. Especially with restrictive time limits you have to go with the first idea that comes to mind, even if it's not fully fleshed out. I'm honestly impressed by the polish of your game, and this being your first jam makes it even more spectacular. You should be proud of your work! 

Extremely polished. This made me feel like a sheriff, music and art really set the mood. The concept is very interesting and using the magazines as dice is such a good idea. Don't really have anything bad to add, I had a ton of fun with this

This is the first detective game I find this jam and I'm not disappointed. The graphics and choice of music are extremely fitting, the dialogue is engaging and the characters charming.

Only nitpick is that I really wasn't used to the concept of the die. These games are mostly about asking questions that don't sound suspicious or too direct to not get caught. The die threw all that out of the window and forced me to go for the most direct questions, even though it felt unnatural. There is potential, but I think this should be implemented differently. I was thinking of having questions that increase the sus-meter and questions that decrease it, so you'd keep the dice but also the "choose the right question" mechanic. 

This is only my opinion though, for 48h this was a masterpiece. Great job!

Learning to dodge at the right time proved to be quite challenging at first, but I quickly got better at it and had a blast. I really like how you forced the player to try different weapons by limiting the amount of bullets.  

Simple concept but extremely well made. I'm in love with the animations.

The idea is very well implemented and the die personalization really makes you feel in control. Even though it's mostly random, there is definitely some potential for tactics, especially thanks to the "reroll power" (the red face).

Also, I found a bug. If you smash at max power right after the dice start rerolling because one of them landed on the red face, the dice go flying off screen. Happened to me twice, first time they came back, second time I lost 2.

Had a lot of fun with this, I ended up playing for over 15 minutes. Well done!

Very well done! I loved all the little details, like the enemies being card symbols, the player sprite changing depending on the weapon,...

Also, the gameplay was fantastic! Every enemy and weapon was unique. I loved the weapon with the explosive projectiles, having to bounce it off walls with correct timing proved to be really challenging and entertaining. Only nitpick, I would have personally preferred the game to be faster paced. Just increasing the player's and enemies' speed would have been enough. 

Overall great game!

Very well executed, the art and music really fit the theme.

An interesting gameplay mechanic. It's unusual to make the dice increase their value by one every move, but it simplifies the game and makes it, at least in my opinion, a lot calmer and more fun. It's obvious that you spent a lot of time figuring out the best way to design the levels and I think they turned out great.

This is one of the few games where I can't think of any negatives, so sadly I'm not able to give you any useful feedback. 

Also, great choice for the title. Really inventive.

My suggestion to fix the Input problem:

Let's say you want to move like 1-2-4. If all 3 Inputs are pressed in quick succession, I'd only store the 2, check if there is a stored Input and move the die accordingly after the animation ends. The 4 is lost to avoid the player from chaining to many Inputs. You'd have to be careful not to accidentally store the 1, but that should be a pretty simple fix.

Happy to hear about the post jam update, I'll be looking forward to it!

I had a lot of fun with this, there are a lot of well implemented ideas.

The cards having different attack powers and some of them aiming at enemies is a really nice touch. Sadly, since the luck meter decreased pretty quickly, I ended up mostly spamming and not really caring about which cards I had.

The concept of collecting luck to have better dice rolls is something I surprisingly hadn't really seen before, but definitely fits the theme! It's a great way to give the player a little more control over the complete randomness of dice rolls.

All in all a great game with lots of interesting concepts! Great job!

Thank you man, really appreciate the feedback. I'm happy to hear that you enjoyed!

I'm planning on releasing a post-jam update with a few (a lot) of quality of life improvements, multiplayer and maybe even different levels/new dice! Hope you'll be looking forward to it

The movement was original and frankly very fun! The levels are designed wonderfully and keep you engaged.

If I had to list a negative it would be that the Inputs, if pressed too quickly, are ignored and you end up falling to your death.

Also, not sure if this is a bug, but if you press the jump button right at the apex of you jump you can double jump sometimes. I'm guessing that you are using the player speed for your grounded check, and since there is a split second right before the die starts falling where it's velocity is at zero, you are able to double jump. May be something else though.

All in all, very enjoyable! Ended up playing for over 20 minutes.

Hi, happy that you liked it!
A post jam update is coming for sure seen the amount of feedback and great ideas I've been getting.
Four players is actually a great idea! I had only though of two for now but I can see that working very nicely. Thanks a lot for your feedback

Happy to hear that you liked it! 

You are actually the first one to understand the game right off the bat, so that's a win for me. It isn't really meant to be difficult, it's about figuring out the optimal moves to get the highest possible score. But I'll keep that point in mind for the post-jam update

Really well made. From the intro I though this was going to be a horror game (which btw, if you'd ever like to do that I think it would turn out wonderfully, your art's really good, it made the hallway feel creepy), but I ended up having fun either way. 

Only nitpick is that the camera could have used some work. I ended up falling on the bugs multiple times because I could see them properly. Maybe shift the camera down if the player holds S pressed for long enough?

PS: I'm 100% "stealing" your idea to make a level that's just blurred out code, gave you 5 creativity just for that touch. 

Very polished. The music is a bop and the sprites are simple but phenomenal. It took me a while to realize that the faces hat to add up to 7 - omg I just realized. It was the top face, wasn't it? Ok excuse the stupidity, I should have caught onto that sooner. For some reason my brain automatically assumed the face on the bottom of the cube was the important one.

Other than that, very fun! Also, bonus points for the sick loading screen and credits

Ok so, a couple issues with this:

First, the timer doesn't really change anything. It's mostly a waiting game.

The controls feel slightly off, mainly because there is no... idk how this is called. You'll probably know this from other platformers, they let you jump even if you are slightly off the platform. Also, the player hitbox being a capsule makes the player easily slide off edges, which makes tight platforms annoying.

Third and last point, some powers are mostly unnecessary. The improved movement literally has to be used the whole time to beat the level and the invisible platforms can be guessed from the level layout.

Now, I know this sounded bad, but there were some enjoyable parts! I really liked the gravity switch and "blackout" levels. The concept is really good and especially the gravity switch works a charm with the timer. A speedrun-like gameplay approach would really make those shine, not focusing on beating the level but rather on mastering it.

All in all, there is room for improvement, but one half of the game turned out to be pretty fun! Nicely done for 48h, considering how many different levels you made and that you worked on the music too.

Thanks for your feedback! Multiplayer functionality is on my list, Just like better UI and a guided tutorial.
Regarding the movement, I was thinking of making either arrows on each side of the cube or even to let the player "draw" a path with the mouse.  I would love any other ideas though, It's pretty difficult to figure out the best movement option.

One of the best ones I've played! Very polished, fantastic sound effects and art. The gameplay was very hard to wrap my head around. Imagining the unwrapped dice what quite the challenge.

Ver well made!

Very cool idea. Really doesn't need anything more than what it already has, maybe music but that's it. The fact that you had time to implement random events like cursed die, random piles of gold and merchants is impressive for 48h.
Great job!