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Tristan Mansfield

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A member registered Feb 19, 2017 · View creator page →

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Cool concept, the dice modifiers kept it fresh and the levels were all pretty interesting. I'd say the platforming mechanics (especially the jump arch) and the camera could use some fine-tuning to make things a little more smooth, but overall not bad.

I was never really sure exactly how the battle system worked; having an in-game tutorial level or something might've helped.  But the concept behind the game is really interesting.

This game had a really clever way of incorporating the dice theme, I really liked the trade-off of positioning and getting the spells you need. The different spell ranges and the placement of glyphs was also a good way to keep you from sitting in one place too long. 

I think the gravity level was the best of the bunch, really well thought out. The enhanced movement was cool, but the platforming was made a bit difficult by how quickly you would move and how hard it was to land on those tiny platforms sometimes. For the black hole and invisible floor levels, I think the idea was cool but there was nothing stopping you from just waiting for the cool down timer to end before continuing, so it just ended up being a platformer where you have to pause every few seconds. I think a level like that needs some kind of hazard or bad guys to chase you so you can't get too comfy and have to look ahead and attempt to navigate without information for awhile. The little tutorial rooms were also a nice touch and I liked the music a lot.

That was a fun little twin-stick shooter. I liked how all of the different stats mattered and there was a trade-off between which ones to spend your rolls on. I was dumping everything in damage, but then those super fast ones showed up and I had to adjust my strategy. Some other commenters have mentioned this, but I think a little more feedback in the UI and game elements would've made the whole thing feel a lot nicer. Like, knowing when I'm hit, when I hit an enemy, that sort of thing.

Unfortunately no :(
Really wishing I had made a WebGL version, but didn't get the memo I guess.

Sometimes had trouble figuring out what was going on, but I played through several rounds and thought the concept was neat. I felt like there was an interesting balance between the different stat trade-offs.

The T-posing zombies actually made it even scarier, I had a horde of like 500 of them suddenly overwhelm me and it was amazing. This was simple but fun! Would've been cool to get some new ways to shoot, like a spread shot or something (unless that was in there and I just got really unlucky with my rolls).

I loved the whole aesthetic of this game, really fit the mood. Maybe I got lucky, but I was able to get to the end fairly easily my first playthrough, so I purposefully took more risks on the next and got stabbed. Good times!

The main mechanic for the game was really well thought out, definitely had to use my brain to make it through but it never felt like I was just moving around aimlessly. Everything looked and felt really nice, and that background track was a banger. Well done!

Adding the extra dice to pick up was a really nice touch, the game might've felt a little too random without that. The enemies were sometimes hard to get around, but once I decided to be patient and actually use my allotted movement, they weren't as frustrating anymore. I had fun with this one!

One of the more interesting dice-related puzzle mechanics I've seen in this jam. Had a lot of fun with it and it didn't take very long to understand how everything works. That level 3 was brutal, but the ones I played after felt like a better progression going forward. 

That was really fun, and I loved that there was a boss at the end (always impressed by that in a jam game). I think I was a little confused about the modifiers, but I was able to figure it out via experimentation most of the time.  I liked the little musical touches as well, like the reactive string sounds and the half notes splitting into two quarter notes on death. Good job!

I thought the code level was really neat, and the pixel art was nice. Couldn't seem to get home after doing the same two levels several times, but it was a fun little platformer. Some advice: the enemies were very deadly and took too many hits to kill I feel, and I just ended up always jumping over them. I think you should either make the enemies die in one or two hits, or have them drop something nice to make it worth killing them (like some HP, if this game had a health bar).

That was really fun! I ended up going back for a few runs to see how powerful I could get. The concept of trading off small upgrades for a randomized permanent one was a really interesting take on the theme. One suggestion I might have is to have the enemies with projectiles telegraph their attack with a short animation first, instead of it just appearing out of it suddenly. Gives a little more time for reaction.

The art and music was super good for this kind of game, you really nailed the aesthetic. The little spiky guys were kind of annoying but the battle system was interesting. I was done in by a sword before I made it to the end, but it was a fun run!

Neat game, reminded me of Gauntlet. The 3D models for the goblins looked really good, and it was fun to explore the tabletop. Could use some fine-tuning to get the feel right (the d20 bomb in particular felt pretty unresponsive) and I was hoping a big boss monster or something would appear, but otherwise it was pretty cool!

The game looks and plays nice, I think I just wish there was more decision-making when it came to the combat, since it kind of just plays itself. Maybe rolling multiple options and getting to pick one? Or in multi-enemy combats, getting different types of attacks or spells you can apply to the different enemies?

Great execution of the idea! Our game has the same concept of moving the die around based on the number on the die, with some different variations. Give it a try if you get a chance, it's always fun to compare conceptually similar games.

I love Enter the Gungeon, so when I saw this was inspired by that I was excited to give it a try. I thought the dice concept was a pretty neat way to mix up the formula of a twin-stick shooter, and it was a lot of fun! 

If I had to give some criticism, I would say that I didn't always feel the "dice" aspect of the game while actually playing (partly because it was very fast-paced, which made it exciting).  Maybe if you could see which dice are next on-deck, and the different sides have different effects when they strike an enemy, it could make for some interesting strategizing. Just some food for thought!

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I liked the concept and the pixel art looked really good, got a bit motion sick with how fast the screen would turn though.

This was amazing and genuinely impressive. Well done.

Cool idea! I really liked the music and visual style.

I really enjoyed this game! It was a very interesting spin on the "roll a dice on tiles" idea that many others (including myself) had. Controls were smooth and the music was nice. Only suggestion I would have would be to provide more info about how the gates work. I thought my game soft locked when I picked up more pips that I needed for a gate, luckily I tried again and figured it out.

Wasn't really sure what to do, a tutorial would be nice. Cool idea though!

This game seems neat, though I think something more accessible and "from-scratch" fares better in a Game Jam like this. It took me a bit to figure out how to do anything and I honestly didn't really feel like reading several tutorials to be able to play it.

This game is sick, I was really surprised at how tight the control scheme is despite being somewhat unusual.

Although I eventually was bested by the camera movement, the amount that I got through was enjoyable. I like the sense of humor :)

I love the whole concept of gameplay that revolves around working together with an NPC, and the multiple-purpose wand is brilliant. I could see something like this being a very fun 2-player game as well.

Cool idea to use the theme to drive the narrative rather than gameplay (even so, you could argue that you were never even in control of your character either). The GMS 3D graphics are one of the coolest visual things I've seen this jam. Is there a write-up somewhere on how to achieve that? I'd love to see how that's implemented!

I love the satan-cat-roomba model. The black hole effect is really cool as well. I was laughing so hard when the music picked up and everything was flying all over the room.

Holy moly that was so chaotic. These kids are little demons. I think at least 50 kids died in that bathroom. Good fun.

Some hot tips based on feedback:

  • The force push and grab are most effective when charged all the way. You can hold the click down to keep the charge as long as you need.
  • You can use the force push to temporarily stun the king.
  • You only lose if the king sees the Blugger, not if he sees you.
  • If you grab the Blugger, clicking again will throw it forward. It also breaks out if you hold it for more than 5 seconds.

Really liked the art direction. I'd go from feeling stressed that I hadn't checked the dog in awhile to seeing him rolling on the floor and just smiling c:

That control scheme is so tight! The pixel art is really well done and I liked the screen pulse that helped keep the beat. I also liked the subtle creepiness and the meat monsters and whatnot lol. I want more levels to play through c:

This was genuinely pretty spooky, those enemies really come on fast when you're asleep. Maybe when you're awake, you could get a chance to set up defenses of some kind to help during the sleepy periods (obstacles enemies must move around, things that kill an enemy that runs into it, etc)? Could really help when it gets more intense.

I liked the character sprites and the little dialogue bubbles (EAT THE RICH). Not sure if potions are supposed to blow up in your face or not, but it sure kept me from sitting on one for too long. 

Cool mechanics and level design. It would be nice if the actions were a little faster (especially since an error results in a room reset) but otherwise pretty well made.

Love the pixel art and the concept. I think this could be really fun if expanded to a multiplayer game or something.