That's an awesome score. The shooting is intentional. I'm not sure if it's just my wrist but holding left click for as long as it takes to get to 100k hurts so I made it a toggle shoot instead. Thanks for the review tho
PlatosMan
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I am so grateful for that youtube video. It's usually hard to see how people experience the game blind. I'm glad you enjoyed it and I'm more glad you actually understood it. I get that it's very unintuitive, but you did a great job. Also, the second ability makes your dash (right click) destroy enemies that you dash through. I made it as a way to more easily kill specific targets instead of just blowing everything up with 1 or 3 (also, I noticed your RNG almost never gave you any of the 1 power up haha)
Visually, one of the most impressive looking games in the entire jam. Sound design is one of the most impressive in the entire jam. As for gameplay, the rocket league vibes are amazing. It's one of those difficult to learn, difficult to master, endlessly satisfying experiences. I loved it and I'll probably try to get better at it. Great job!
OMG WE HAVE A NEW RECORD!!!!
Also, yeah I never made it past 60k so I really don't know what the game experience is like in those really high scores. I didn't even know the game was playable at that point because sushi spawn faster and more often as time goes on.
I spent a lot of time balancing D4 drops for the early game but I realized that I need to reduce the drop rates as it goes on. It's good for when there's 5-10 sushi on screen, but they drop like candy when you've got 200. I am so amazed though. You are currently at the top of the leaderboard!
Yeah, the cleaver bug is the biggest issue with the game so I'm so sorry about that. I actually got a lot of feedback on ways I could improve the UI so thank you for your feedback and I'm so glad you enjoyed it! Also, congrats, you've stolen 3rd place!
Second place is currently 421k and first is 750k (I genuinely don't know how but screenshots don't lie XD)
Honestly, the toggling them is a great idea. My highest score was 60k but I was told by people who got over 200k that D4s drop like candy later. The drop rate is perfectly balanced (imo) for the early game but I need to reduce the drop rate for when there's 5000 sushi on screen. Great feedback. I'll definitely try these out. Thanks and I'm glad you enjoyed it!
A very interesting concept. I adore the Dashing Detective's face. The game had a very unique idea and it was fun trying to take full advantage of my roll each time. Idk if you did this on purpose or not but the 2 walls in the middle of the room were just what the game needed to feel achievable. They gave me a great starting point to start placing down furniture. Great game design. Good job!
Ok I just finished playing your game and honestly I had a lot of fun with it. It took me a good while to figure it out but when I did, it got really good. I'd say the only issue may be that sometimes the dice rolls you get simply aren't enough to win the battle. Idk if I was doing something wrong but I died a lot lol. Regardless, it was pretty fun trying to find paths to deal the most damage. Great job!
Well, that was fun.
Like a lot of fun.
After a few tries, made it to wave 8.
I love the concept and the idea.
Can't really say there were any cons. I would've preferred faster projectiles but I'm sure that was a design decision. The melee could've been visually clearer too. Or maybe an SFX to confirm that I was actually hitting the enemy.
Overall tho, this was a great game! Good job!
Ok that was a lot of fun
My highest score was 130 seconds.
It got a little easy once I figured out a strategy so I'd say the only thing it needs is progressive difficulty. Maybe make it roll faster or something. The 5 also needs to have a larger radius of attack.
The visuals were nice and the gameplay was intense though. Great job. I really enjoyed it!
So I'd say the only thing this needs is to list the controls somewhere and make the HP/ammo more visible.
That said, I loved the reloading/dodge mechanic. Makes it a lot faster paced. I also loved that enemies slow down when they get closer to you. It makes it less overwhelming. Really fun project. Great job!
You know, that was actually my first idea for this jam. But I couldn't figure out a way to get it to work. Because I didn't know how to let the player know all sides in a quick and easy way. A problem that you solved so elegantly. Seriously, bravo. Puzzles were a little tough but very well designed. I loved it.
Nice visuals and audio.
Gameplay is tough but fun. I need to be attentive to all angles and avoid getting ambushed. I'd say the game could've benefitted from a cover mechanic. The chip enemy projectile is a little too fast. I think a few things can be balanced in favor of the player a little, but overall you've got a solid game right there. I really enjoyed it!
This has the makings of a great multiplayer game. The AI unfortunately needs some more work at the moment, but thinking about how to land my shots was honestly brilliantly designed.
The biggest issue I'd say is the view and controls. It's hard to tell where "up" is and where "right" is because of the isometric view. But I understand you need the isometric view so the player can see multiple sides of the die. I can't think of an elegant solution off the top of my head except maybe allowing the player to move the camera. Overall, you did a great job! Thanks for the experience.
I am floored. I almost want to get an AWS server and make an actual leaderboard. I'm so glad you enjoyed it and I'm amazed you survived so long.
I actually almost reduced the chances of getting invincibility because it's pretty worthless in the early game until I realized it is the best power up in the late game when you start drowning in Nigiri. I hate RNG as much as the next guy but ngl it does create great ebbs and flows in chaotic gameplay.
I'm so happy you enjoyed it that much!
This is the best game I've played this jam so far. It's just wonderfully designed. The tutorial was top notch. The puzzles were so well designed. I felt like I was coming up with my own solutions, not the dev's intended solution, which just always feels amazing even if the dev did intend it. Figuring out the mechanics on my own and using them to my advantage was just *chef's kiss*. More people need to play and rate this game.
I'm so glad you enjoyed it and I'm so sorry about that wall of text. A good tutorial is always essential but unfortunately the time limit was getting too close and I didn't have enough time to do anything but a wall of text. Thanks for the kind words and the advice though. I generally should've considered the tutorial from the start instead of panicking at the end.