The idea is fine, but having 50% chance of losing money means that somehow you'd just fail because of bad luck, no matter what choices you were making :)
It looks very nice and plays smoothly, though!
Stunning visuals, and very juicy sounds. And the music is a banger as well ;)
The gameplay is fine, nothing too complicated, but it's not trivial either. I think that some of the dices could vanish after some time, so the table is less cluttered, but that's just nitpicking.
I completely disagree with some of the comments stating that it's stretching the theme. Not every game needs to be about an actual "dice" to fit the theme, the submissions are flooded with those anyways.
Nice job!
What a fantastic entry. I though I'd give it a try and then got to level 73. It plays so smoothly and so fast (which is great, because if the player is doing so little between the fights, let everything happen fast - spins, shop, attacks, next).
Great stuff.
I went in blindly, without reading the description and thought to myself that this game's really cool, and then 3 elements joined into one and I was like "wha? that's awesome!".
So yeah, very solid entry, I had a blast.
As a bit of critique I have to mention mixing pixel-art characters with not-so-much-pixel-art everything else, but that's just nitpicking. Oh, and once I hit level 60 or so, I bought out everything I could, so the game was just clicking spin and watching numbers go down ;)
The idea is absolutely great, and the fact that you have to make your own notes is awesome and gives player some agency. The music was fine, though maybe a bit repetitive after a while and sometimes sounded a bit too cheerful for a game about a murder :D
Gameplay wise - I couldn't shake off the feeling that the dice mechanic/interrogation was really tacked on. There wasn't any decision to be made (just roll and hope for high results that you then assign for those 3 things) and it felt really boring since it would pop out every time a new location is discovered (and there are a lots of those). I'd really wish there was a way to enjoy the story and the detective work without that "minigame".
But overall I had fun and in the end it's the story that was the main dish :)
A game about a frog that wanted a raise, but instead was touching himself in front of his boss while criticizing his tie and menacingly looking at a water cooler.
Very funny writing ("You remind me of my wife" killed me :D), though I'll admit that I had much more fun making as stupid and as offensive combinations as possible ("Please don't touch anything" followed by me frantically re-rolling dice to get "touch") instead of actually trying to win :D
Great stuff, I read one of your comments and having this gameplay but with different scenes/scenarios and even more bonkers combinations would be awesome.
A cool idea, there are a bunch of different similar games this jam, but this one is unique in the narrative and overall goal. However it's hard to determine what word (or part of word) will be rolled into, other than by trial and error. An undo button would work wonders here, since it's very easy to get stuck (with dice up against a wall or NPC).
The art style with its colors is definitely a selling point for your game, nicely done.
I like the narrative and the gameplay loop is super fun and engaging, however it felt a bit too random at times. I know, it's all about randomness, but some cards (like +1, -1) don't do much in terms of increasing the odds. Also those "No effect" cards, I don't get those, I don't know what is the purpose. Apart from being cruel to get (especially, when you have to add a card to your deck and you're presented with an option of 3 No effect cards, which, not gonna lie, had me laugh at just how unfair that was :D).
Cheers!
I absolutely loved that dice attack animation and pattern, super fun to fight against and dodge. The rest of the enemies were a bit bland, but only in comparison, so that's on you :P
The re-rolling of some modifiers to the gameplay is a fun idea but I'd wish those timers were quicker. Like give me a new one every 10-15 seconds. Or even remove the "cooldown" phase between those and just give me one after the other!
Very cool art direction, really liked it.
It was cool that those minigame levels were getting progressively harder (if only a bit), so that you're not stuck in a loop of doing the same things over and over again.
That said, I still think it needs more variety, but I know that might've been impossible due to jam time limitations. Still, very solid game :)
Stunning art and great noir atmosphere. However regarding gameplay - until I was told to roll I thought I'm gonna be stuck with the knife that had way too realistic range ;) Then it got better, but there's little to no feedback when hitting enemies and it takes away from the experience.
Nevertheless, I gave it a try and had fun!
Also, that player animation is super juicy!
The idea is fine and randomizing turrets has a lot of potential, but I think it's too easy (maybe due to the fact, that enemies come out one at a time in huge intervals), so at the wave 10 or 11 all I need was 3 heavy-hitting slow-shooting turrets at the very begging taking care of everything :)
But I believe that after some tuning it could be a very good game ;)
Very cool puzzle with some hilarious sounds :)
I liked the inclusion of spikes and the fact that you could cover them with more than one side, which makes sense, since 4 on a die is a subset of 6. I had a small bug in the level that introduced the purple rotating platform - nothing happened when I reached the end of the level. Nevertheless, I had fun!
You nailed the "Portal" vibe very well with the aesthetics and overall feel. Also, Nick's voice narration was absolutely hilarious :D
It's an incredible amount of rooms/puzzles you managed to do in such short amount of time, which means you don't have to sleep at all or have 30h days, either of which is cheating ;)
The one bit of criticism I have is audio mixing: in my opinion music is way too quite while some sounds (like getting new power) way too loud.
Cheers!
Oh boy. The intro had me dying with it's phenomenally cheesy voice-acting and absurd plot :D
Then I saw the walking animation and had to make another laugh break. Beautiful stuff. The gameplay is really cool too I liked the dice-rolling / deck-building combo, however most of the cards were usually empty which is fine, I guess, it's a jam game after all ;)
Great stuff, very unique in terms of gameplay and definitely in terms of art. Cheers!
The concept itself is fine and can be extended in many different interesting ways. And should be, since right now it's way too easy to win by just flooding hero with as much traps and monsters as you can. There isn't much room for the strategy: you create a snake-like path and put as much enemies as you can. Or am I missing something?
Anyways, I enjoyed playing your game and it was much more satisfying to be an evil dungeon lord killing the hero than i would be the other way around ]:->
This is such a cool and satisfying movement mechanic... when it works. Don't get me wrong, I had fun and the level design allow for some cool moves (especially with 3's and 4's) but I think I'd enjoy it more if it wasn't for the "randomness". I know, that this was the point and it's the theme of the jam, but I think you've got a cool game underneath that is being held back by the semi-random movement. I know, that the move depends on the side on which the player landed previously, but you still need some luck (like you mentioned in the wall jump section ;)).
That was a fantastic puzzle! I loved every level, especially last three: all of them are a variation of the same level but with a twist and then another ("Baba is You" does something similar and probably more sokobans as well)! The art was minimalistic but pretty and the color palette works great here..
I'd love to see more levels in the future. This game is one of my favourites from this jam, for sure.
I liked the visuals, especially eating animation (and that crunchy sound - great stuff).
The game concept is nice, however I have some issue with it. Each time a body is eaten there could be a random effect that would be either +1 or -1 to one of the stats, right?. I don't know how probable it is to get each result, but looking at the ui I assume it's 50-50. Then theoretically when I eat 1000 bodies and each time get "max health" stat I would statistically get +500 and -500 max health. So statistically those effects from eating bodies don't do much (in general).
Ok, I'm done boring everyone with math now :D
The game's fine and I can't stress enough, how that arrow helps out finding enemies, thank you for adding that!
Cool push-your-luck mechanic, though it's a little bit heart-breaking when you lost your best dude (or the one you just bought :D) due to 1, but that's the game.
The lack of agency that others mentioned bother me a little, but I had some fun nevertheless. It would be fine to be able to move your guys or decide which ones would get powerups :)