The very meaning of 'Built to Scale'. Good to see this idea come to fruition. Puzzles were very creative and presentation of the scenes were so cool!
NorthWestSouth
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Great spin of a great meme into a great game. The graphics were incredible and fit the 90's bowling alley aesthetic well. Tiny nitpick was that I hoped that the game got a bit more challenging as time progresses but it was still enjoyable overall. The strike clip when the player loses is a nice touch as well.
The concept of this game is absolutely fantastic and has a lot of potential for interesting challenges. I couldn't exactly finish the second level but I almost got there.
The story was really funny. Got a real good laugh out of it. And it was a really cool moment when you begin to see what the game was about.
This was really fun! Especially loved the chaotic movements of the player, makes you really think about our sporadic choices when we play platformer games, so it really fits the theme.
I personally think that it was not necessary to allow the player to pan the camera, but it does make the game more enjoyable for more people so I'm all for it.
I think this is the exact game everyone wanted to make when the theme was revealed, where the player plays against themselves from the past but scrapped the idea because we lacked the technological know-how to pull it off. Glad to see that that was explored here.
However, I do feel like there is a lack of a challenge here since the player gets to set the difficulty for themselves.
The art for this game was incredible, even though most of the gameplay was through UI only. I was hoping the adventurers would join or leave the table as they left or finished the quests.
Gameplay was fun, but was hoping for more of a challenge. Maybe have the quests be time-sensitive and have them expire if no party is assigned to them quick enough, or an extremely hard quest with higher risks and rewards.
A cool mechanic is to have some mercenaries to fill for a party for a specific quest, so that a party that almost fits the quest requirements can be improved for higher odds to complete the quest.
I actually love this so much! It's quite clever to use the fog of war and cone vision gameplay feature to be used in this way. With more polish (especially by making the move around the map) this could be one of the coolest games in the jam.
P.S. as someone that has been through the experience of learning coding a game for the first time as part of a game jam, I completely feel and understand the struggle. Keep up the good work!
Really fun gameplay. I think the manual dice rolling kinda gets repetitive after a bit, and it gets confusing after a while since the dice start at 1. Maybe a different color for unrolled dice or a ? symbol could clear things up. Also it was unclear to me that the player needs attack and to walk over an enemy to kill them.
Art and combat design is fantastic.
Wished the dice roll results were viewed from a top-down perspective to be more clear and exciting, and that we could choose the enemy we want to attack instead of in Middle>Bottom>Top order. Also somewhat unclear how much energy some dice use until you really look into it.