Thanks! Baroque Brawl is probably my favorite of the bunch, excellent work!
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Thought provoking to say the least. I would argue however that the examples cited all have a certain assigned explanation (humor, dread, sadness) which do point to the fact that even this nonsense does need to have a certain impact (perhaps not intended by the developer, but an impact nonetheless) on the player.
Which yeah, that might sound redundant, but what I mean is that "pure nonsense", which simply confuses everyone and doesn't evoke any other emotion or theme, perhaps is not an interesting place to explore. As you yourself said, excessive nonsense makes the player numb to the whole thing. I wouldn't say that the developer needs to have a rational explanation behind everything in the game, but I do think that they need to have a purpose. Maybe the purpose is simply aesthetic/emotional, as in "I think it's more impactful that way" or "I just found it funny", but it's still a reason to do it.
I guess what I'm saying is that I'm not really sure what you mean by "nonsense". Your examples may not make "logical" sense, but they still make "artistic" sense - you've identified an emotion that resonated with you, and the nonsense cited contributes to that experience. It's a piece of the puzzle, an ingredient of the cake, the product of an artist's mind, like any other.
If you suddenly discovered that what you saw was entirely generated by IA, and as such, the nonsense you saw was just the result of a glitch in the system, would you view it with the same eyes? I'm personally in the camp that the player's experience is all that matters, not the process behind it, and even I would feel at least a bit disappointed by that. I guess I still need to know that what I'm seeing is intentional. "Pure nonsense", as in someone just randomly putting stuff in, may be impactful or enjoyable, but it will never resonate with me as strongly as feeling connected with another human through a game.
Well, that's up to you! Personally, I like to think the two remained great friends, Sarah and the friend stayed together, and the protagonist eventually met someone who reciprocated his feelings, roughly a year and a half later.
Loved the concept, the soundtrack and the writing! These kinds of synchronization puzzles are always very creative to tinker around with, and everything comes together nicely as a themed package.
My only gripe with this game is its fail state - I think the game would benefit from a 'planning mode' where characters can move freely, and then an 'execution mode' where all actions fire at once. As of right now, I have to keep doing multiple runs to make them move correctly, which can take a long time. For a jam game, though, I can understand the lack of such a feature.
The concept is creative, but there's a reason why most games have you play as the tiny little guy - playing as the ship doesn't lend much agency. I found that the optimal strategy was to simply mash all four buttons, as there's no limit to their usage. As such, the game ended up a bit boring for me. With a bit more design polish and balance, this could become a really interesting game.
The artstyle, music and overall presentation reminded me a lot of old flash games, for some reason. I really enjoyed this game - the panic of getting overwhelmed by enemies suddenly turning into triumph as you become the Hero - very reminiscent of Pac-Man. Overall, nice entry.
While the balance was a bit out of whack sometimes, overall, I really enjoyed this game - its premise has a lot, and I mean a LOT, of potential. Juggling around dice between the 4 patrons was a fun little puzzle that I found quite pleasing to solve. Also, yay for Godot!
Very smart and efficient game design. Spinning tiles around and watching those helpless adventures walk around and kill each other was really fun to witness. The background music was a bit bland, but it didn't detract from the overall experience. Great entry.
Despite its simplistic gameplay and lack of audio, its visual presentation is really top-notch. Even the abrupt 'END' seemed very... artistic, in a sense, and very much in line with the game's overall tone. Interesting entry.
It's a good first entry. As people mentioned before, there are a few things that you could've tweaked that wouldn't have significantly increased dev time - namely, changing the player move speed.
Given more time, I'd also recommend adding more mechanics for more zombie-themed flavor - stuff like transforming people into more zombies, increasing speed after eating someone, or some kind of charge 'Aaaargh!' attack.
This game is so fucking awesome, jesus. The artstyle has so much charm, and complements the absurd gameplay really well. And when he starts to sing, wow... that really caught me by surprise. Love it, love it.
A great experience - the artstyle, soundtrack and writing all lend to a simultaneously introspective yet intense atmosphere. I've never had 'the talk' with my dad - I told my mom first, and then asked her to tell him separately afterwards. Although my experiences don't relate so much to this game's situation, I was still moved by it. I wish I could talk to him like this, but we both still keep our 'jokester' barriers up so much that even touching this topic would be too awkward.
Thanks for making this game.
Alright, after playing it for a bit, here are my thoughts:
- I really liked the rank system. It works both as extra motivation to switch weapons and as a tool to see how well I'm performing.
- Finally managed to pull off that fire explosion combo! I did feel it was a bit underwhelming, though. I'd increase its radius a bit, considering that it's a bit tricky to perform and requires a good measure of planning.
- I'm not sure if it's my fault, but a lot of the time when I'm trying to push enemies off the map with the 3rd weapon, I end up hitting the ground instead. Maybe have it go through walls?
- Is there a way to recover health? Something that kind of encourages me to play in a more "cautious" way is the fact that I (as far as I know) can't heal. DOOM 2016's big thing was its Glory Kill system, and although I'm not advocating for it in this game, something akin to that (such as eliminating a monster while invisible) would be beneficial to it, imo.
- I'm not sure if it's a bug, but sometimes the enemy fired at me even though I was invisible. Caught me a bit by surprise.
Hey, man. Thanks for the comment. Yeah, given the game's themes, I wasn't sure if I should share it with other people. At first, I wasn't even sure if I was going to publish this at all. In a way, this was just the method I found to process my emotions.
I guess I knew there was a chance you'd see this eventually. But even now, I was still anxious of what your response would've been. But I'm glad you liked it. And I'm glad it had a positive effect on your day.
There are two things this game nails very well - its character art and its writing. Both of these complement each other, making me almost be able to "hear" their voices in my head just by seeing their face, their pose, their clothes and the way they speak. That was very effective.
What wasn't that effective, though, was the gameplay itself... at least to me. I didn't quite "get" the whole resource management system, and so just went with whatever choice felt more appropriate for each character, instead of thinking strategically about the group as a whole. I'm not sure if that was the intended experience.
In any case, I like the general concept - that I care for these characters, and so must make difficult choices considering both tactics and my personal attachments. If the system were more intuitive, I'd have liked it a lot.
The soundtrack/sound effects are a bit lacking, but damn, I love this game's spritework. The animations are juicy, the lighting is effective, the sprites are well-made. In terms of gameplay, I do like the concept, but some powers do end up vastly more powerful than others at times, and without a way to predict or control what I'm going to get, I'm mostly incentivized to just keep shooting regardless of what weapon I have. So yeah, it might need a couple more passes in terms of design... but I still a lot of fun with this game.
Here's my level when I died:
Smart concept and good execution. The puzzles felt fair, made sense and had some "a-ha" moments (especially puzzle 3). In terms of artstyle, it is certainly simplistic, though in a good way - I live the pallete you used (this one, isn't it?) and both the animations and the sound effects were punchy enough for the game to have that extra oomph. Overall, good entry.
Simple, but effective. With just a few rules, you've made a sweet, compelling game. I used to play a lot of Sudoku with my grandma when I was younger, and this scratched that itch really well. Good work.
Oh wow, this game is pretty good! On-the-fly puzzle-solving with a giant lava pool behind you turned out to be actually really enjoyable. It's a bit unfortunate that, after a while, the puzzles started to repeat, but there's so much you can do with only 48 hours. Overall, good job!
By the way, here's my highscore:
What?! You're 11 and you made this? This is really, really good, especially for an 11 year old. The idea is creative, it works well in the context of the game and is overally quite enjoyable. The aesthetic also lends itself well to its old-school vibe. Overall, great work - you've got a bright future ahead of you, should you decide to continue working on games.
This is a great game with an unfortunate flaw - a lack of an indicator of where all the faces are. Without it, the game is a bit frustrating... but otherwise, this game is great. It has charm in its details, be it the little dust cloud the die leaves when moves, be it the monster's eye always pointing towards where the die currently sits. Nice entry.
Thanks for the feedback! Yeah, given more time we'd probably tinker with the initial spawn rates a bit more and improve the visual feedback on enemy attacks. The latter was my main gripe with our finished version - it wasn't obvious enough when enemies were preparing to attack.
Ah, yes, the reason for that is that rolling towards one side will bring up the opposite one. For example - when you roll to the left, the face that becomes the top face is the right one. It's a quirk inherent to dice, and rolling in general. We did debate internally whether or not we would invert the animations to make the game easier, but we ended up not going for it, as visually it looked really weird. Sorry.
Aside from the well-made presentation that everyone is commenting about, I'd like to also highlight the smart AI in this game. Many of these types of dice guessing games involve not only mathematical skill, but also psychological analysis. When the enemy declared a low number, and I had an average hand, I guessed lower, as his guess was probably already low for him to declare such number. And my plan worked! A very small moment, but a satisfying one. Thanks for the experience, and congrats on the game.
First of all, great presentation. Just like Force Reboot, the usage of pixel art in a 3D environment here is superbly implemented.
The idea behind the main mechanic is interesting, but I wasn't a big fan of the execution, mainly because for the longest time, I thought the die face causing damage was the top one, not the bottom one. Considering I can't quite see any of the faces except for the top one and the front one, controlling which one hits the target was a bit finnicky.
Also, as every push causes a roll, the distance between the last target and the next one becomes the main deciding factor on whether I survive or not. Yes, I could manipulate its position to get the 6-face in there, but considering every time I move the tile becomes weaker, I don't feel very encouraged to do so - is it really worth to damage so many tiles just to get the perfect face?
Still, I mostly had fun with this game, even with these problems. Like some here have also said, turning health into physical, actual levels was a pretty smart idea, and one that was probably not trivial to implement. So basically, the main idea and the presentation were well developed, but some of the game design choices were questionable. Considering this jam only lasts 48h, it's still a pretty good result.
Lovely presentation. Didn't quite understand the mechanic, though. I mean, yeah, I can map different abilities to different faces, but considering I can't manipulate the faces' weights, every face is equal. Perhaps the idea is that I put heal spells after enemy attacks? Or try to chunk in loads of damage in a single die so the enemy can't recover easily in a single turn? It's just... these choices don't feel that intuitive to me. I'm probably missing something.
This is a really well-made game. Having Dicey Dungeons-esque dice manipulation in a real-time environment really complements the entire "we're running from the sun" premise of this game. The atmosphere has this kind of quiet tenseness that I can't quite describe... a certain uneaseness. A certain melancholy. Chugging coal away, hoping for another day. I loved it.