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remco

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A member registered Apr 30, 2016 · View creator page →

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I really loved the dark atmosphere. The air of mystery even for who you are playing as exactly. All of the art plays into that. Even though pre-existing audio is used, just to name an example, it’s use is both subtle and unnerving at every turn.

The central idea behind the gameplay is simple, but effective and extensible. (Though not really my cup of tea.)

At first, I didn’t notice that the sign in the corner had changed to the multiplicative for some cards. I think that could be made a little clearer. I’m also not sure how to get more colored dice when you need them … or do you just ditch that recipe and keep going? (As long as they’re ‘off the hook’ so to speak.)

The dice rolls / sushi rolls visual pun is a good one :-)

(Lastly there are some spelling/grammar mistakes: I noticed ‘land a hand’ instead of ‘lend a hand’ and ‘with the total’ instead of ‘with a total’.)

Thanks for playing!

At the full map game, the mage seems to spawn outside of the part we can see so I was not sure what strategy should I use

There’s a change each turn that mage(s) spawn in/around any tower. So it can happen through bad luck when playing that you see none in the full map. We should probably just have placed one in the full map at the start, instead of relying on the towers.

Loved the attention to detail w.r.t. the terminal. Things like ‘repeat last command on arrow up’. All commands having a help option. Proper context sensitive error-messages.

It seems pretty deep as well. It’s hard to get this much of a sense of mystery from a jam game –that you believe there is something more to it– but you pulled it off. You can actually see the objects orbiting the moons (though they seem to be static – at least in two consecutive snapshots). I found that on a moon with vegetation (forgot to write down the number… and the up arrow doesn’t work past the moment of landing…) The screenshot from the commenter below is also intriguing.

I’d have preferred to explore this without the pressure of the batteries draining for every action. I get why it’s there – to enforce the interpretation of the jam’s theme, as well as add tension … but I noticed that it also keeps me from exploring more, as I always want to play it safe.

Overall I enjoyed this quite a lot, and may return at a later date to investigate some more!

(Lastly there are a few typo’s: ‘Moon to land on’ is listed in the help of the analyse command. ‘It was launch the …’ should be ‘It was launched the …’. ‘Rover successfully switch battery’ should be ‘Rover successfully switched battery’. – Also you can switch from the main battery to the main battery.)

Thanks for playing!

Yes, in retrospect the tutorial intro screens should have been pixelated as well.

The sound button in the upper right is supposed to bring up this control panel. I just retested it on the actual live site, and made this .gif … Maybe it’s something to do with screen-scaling? Though if the other buttons work for you that can’t be it.

As a jam-game, it’s almost perfect (subjective opinion of course :-) … ) – The fluid movement, the little squish on the dot when jumping, the cohesive art-style, the sound effects … it just all blends together so well.

The idea is also one of those once where once you see it, it should have been obvious, but you also know not everyone would have come up with it.

The only negative points, and I strain to come up with something, is that the last (or next-to-last if the ‘thank you for playing’ level is counted – which as an aside, reminded me of ‘Manifold Garden’) can get a little tedious. Since I messed up near the end, then have to go all the way back, and repeatedly, despite knowing what to do there.

I also think that if you want to expand on this later, you might want to add another gimmick/thing as well, as I think the sorts of puzzles you can make with this may in the end be somewhat limited.

That was a relaxing experience. (Despite the audio… a lot of it is that it doesn’t loop properly though – in multiple places in the track somehow.) Best my groggy morning brain could do was +24 though, so far. I’ve saved the screenshot, but it’s nothing special.

The idea itself is very original! I just wish that there where less 9/8/7 and even 6 dice … they seem to be evenly distributed, so I ended up with things like two nines and a seven or something very frequently. That felt a bit limiting and even frustrating.

Also placing a bad die without even a preview or single level undo – I know there is an erase function, but it still feels like such a loss over one stupid mistake. I understand why you wouldn’t want to do that, but to me at least preview or single level undo would feel more like quality of life things and I don’t think it would destroy the challenge too much (especially since it bills itself as an aesthetic experience ;-) … )

At first I thought the muted colors where going to be too similar (not necessarily for me, since I’m decent at distinguishing shades – but if I think they’re close, other people are definitely going to have problems) … this is not a problem in practice however, as each pattern has its own color.

You (seemed to) set out to make a unique, art-like experience, and I think you succeeded in that at the very least.

That’s and … interesting way of distributing the game.

This has some decent music!

I think the basic idea is fine, but having to restart the entire game on death, then sitting through the text, while a couple of unfortunate die rolls can kill you, takes some of the enjoyment out of it.

Initially I missed that baddies only move when you do. That makes it a lot more manageable! It’s somewhat fun to puzzle out opponents movement patterns then at least :-)

(Just in case you didn’t: Did you know you can just search for sound effects generator on google and you’ll find a couple of good ones like jsfxr or chiptone?)

I thought I’d never run into a game that didn’t take the theme literally!

While it’s good fun to play, it the difficulty ramps up slowly enough that you can just keep the hairstyle you like for a while (at this point it also becomes about dodging hairspray cans) so that you can get a perm, experiment for a bit, then lock in again, rinse & repeat (pun intended). – By the second or third round the baddies often didn’t get a chance to cross the top of the screen.

Interesting art-style too. Feels very 90’s … in a good way.

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Neat idea.

[spoilers!] It’s pretty clear what’s happening from near the beginning though, once you roll the 4th one or so it’s clear that you are on rails. As a player then, I don’t want a 6, I want more story. That’s why I, too, picked the fair dice. Just to go off the rails, to have a chance to see something different. – Which is interesting because nearly everyone else seems to have had the same thought – by yearning to be free of conformity I have instead given in to it.

I think it’s so clear (that the rolls are fixed) because games like this are not alone anymore. They are on the way to becoming an own genre. It will be harder to continue, because the need to refer to other games of this type in these games themselves.

Still, it always gives me a jolt to see things like this in game-jams too.

That was neat. I’m finally clear-headed enough to efficiently solve relatively simple puzzles this evening it seems – or maybe I just lacked the patience before to go one by one.

That did gave me the opportunity to see that the beginning sequence is also randomized, so you can luck out and get most of the items/clues in the first few rooms – but that does fit the theme.

(I also noticed that you could get a floating item with certain item/box placements. Though maybe that only seems strange to me because I’m from a universe where floating pickle jars aren’t a thing.)

This is a cool idea, and the execution is also good I think. Cohesive art-style and mood is always a plus for me.

I like that from level 3 onwards they’re all describing the word in a different roundabout way as well. Gives it a sort of cryptic crossword feel.

What I’m really missing is an undo function though … even a single undo would help. I often rely on undo chain in turn-based puzzles.

‘Spoiler’: Well, I may or may not be likeable, but I got an appointment at work now. (Guess who spent some amount of time making the word likable instead of the correct solution :-P …)

Maybe it’s just my queue, but I seem to be running into games that have animation of full sized sprites a lot more this time around it seems. This one has fully voiced visual novel cutscenes on top of all that art! This game partly feels like one of those indie-projects that already has a year of production behind it. Did you people even sleep during this jam? :-D

About the dice though … during the end of my play-through, I noticed that one start-position was empty, and one of the other ones had 2 dice in them. I think this may have happened after I threw one of them out of the play area. Also ‘Harold’ got a really good roll and I had to restart that fight, but then my dice where locked for the first turn of the re-do?

(Lastly, I think you may be able to solve the problem in the discussion below – that of the balance between the player doing everything they please with the dice, versus the game becoming too easy – if you just don’t allow a grasped dice too close to the roll area. For example, you can still throw them, but only, say, from the left side of the screen, where your character is. Maybe have some obstacles in the way as well during some fights.)

Thanks!

This might help a bit with the slowness: You can make the undead turn faster by pressing ‘Z’, which toggles their animation per unit to be instantly resolved.

Thank you so much! :-D

The final map can’t be scrolled. There are undead up there, but the idea was that the player can’t get there, so the last map becomes endless.

The tutorial screens was one of the last things made, at that point we where definitely in a hurry :-)

Interesting… it’s a good base for further development, depending on what your further ideas are.

I do wonder why the order the dice are rolled in are not also the order it’s carried out – you always go forward first. (I know it says so in the description, I just wonder why it was chosen this way…)

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Looks gorgeous! Great music helps a lot with setting the mood. Appreciate that you can dash diagonally as well.

Not much to say otherwise, it just makes me wish you had enough time, because otherwise as is right now, it’s very barebones and ‘standard’.

P.S. I wanted to take a look at the animation of the slimes again, to see if it’s as well done as the character… but it can take a very long time to find them sometimes.

For what it’s worth, I read all of the character descriptions! I guess I just skipped over that bit of info :-)

(Also tutorials are hard to make, I’ve been struggling for years to get enough time to do one – or even a proper difficulty curve. I finally did a proper one this jam, since my sibling joining the development gave us enough time … but it’s still very clunky and missing a lot of info.)

Well that took a dark turn …

There’s just not much else to talk about since there’s just not that much else in the game (well other than the ending).

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This feels very complete, polished and juicy! (In theme menu with bricks and gears in operation is neat.) Despite the game becoming a little slow sometimes I enjoyed it a lot.

Every attack does need a little attention and time though – this can become a bit of a slog in parts of the beginning, where all opponents where cluttered around my robot which I left where it was to defend the mage, but then my witch had nothing to do, since she can’t cross the water, but the enemies where 1 out of range.

(Also –a very minor point– since your character is selected for you, it was a bit of a surprise –after assigning the dice– when I clicked and they moved there and the turn was just over, since I clicked a square not next to the enemy. It soon became clear what happened though and if you know it’s not a problem. I don’t know wat I expected, really.)

Free level selection is also appreciated.

P.S. Ah of course, almost forgot to say: the music… also very nice!

I’m sorry, the jump movement was so slippery that I couldn’t finish the first room :-/

The idea is fine though!

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Ah they are so cute! The main Kobold walking around so confidently :-) The music, sfx and juice are also very good. – And the intro of course!

I also see the little dice-kobolds have their faces modeled after the dice they’ve been turned into.

I thought the beginning at the very least was a bit on the hard side … or at least at some point I understand what I had to do, but still needed to talk to M. Bone each time because I died. (So I’d prefer to skip that if already seen a couple of times.)

It became a lot better once I got the hang of it.

I eventually passed the level though. (I have no idea how to reroll, pressing 4 didn’t work for me.)

Just a last thought: When you’re low on dice and running away, the opponents tend to bunch up, so they’re all in the same spot.

There’s only very little to the basic gameplay at the moment, so I don’t have a lot to say.

The interface is intuitive though, so there’s that. Everything looks nice and cohesive, there’s a bit of art direction.

(One of these day’s I should make a jam submission in Pico-8 too.)

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Great art! Even animation. I enjoyed this very much. Music/sounds also good and appropriate. And it just keeps going and introducing new units!

About my only gripe would be that when there is an entire column of villagers and you only get ‘vertical’ type dice (the blue ones I think).

Also good job on the feel, as in, there is a lot of randomness involved, but you still feel like you’re making decisions as a player.

A fun concept! The execution can be a bit awkward in places, as the dice-roll motion isn’t relative to the player, but to the map.

Also the intro, while engaging, took a long time. I get that you want to give everyone a chance to read, but perhaps a ‘continue’ button/key or something would’ve been better than just waiting. (Nitpick/food for thought: … so, is the main character a guy or do you assume the player is? – It not something I’ve dinged the game for, just a thought!)

Still a good atmosphere, as the story continues while playing – it’s not just something slapped on the beginning and then forgotten, which is good.

Art seems very cute and I had fun trying to figure out what everything was and how the score/gold works (I’m not sure I understand yet…) It crashed for me with the following message while I tried interacting with the shop:

___________________________________________
############################################################################################
ERROR in
action number 1
of  Step Event0
for object obj_pointer:

Unable to find instance for object index -4
at gml_Script_scr_get_shop
############################################################################################
gml_Script_scr_get_shop (line -1)
gml_Script_scr_state_point (line -1)
gml_Object_obj_pointer_Step_0 (line -1)

Fun, but also because I found an easy win strategy: Since the opponents always shoot straight down, just buy a little health and a lot of firepower, then continuously shoot up to create a column where there are less bullets, picking off the ones on the other side one by one. If even this gets hard, just move to one of the sides of the screen, so they can even only come at you from one direction.

This looks absolutely gorgeous!

Throwing the dice is a bit finicky, it’s somewhat hard to throw them where you want them, making this more about fighting the physics rather than the strategy.

Your errr… chances of surviving seem quite random in the end, but I suppose that fits the theme.

I think something goes wrong for me … I can get the extra dice just fine (why and when do they deploy? Is it just on sufficiently slanted platforms?), and then eventually land on either the red (which locks the game) or the green (which restarts the game) areas. The other comments make me thing something else is supposed to happen though?

Aaah wait, it was a rythm game? I just thought it was nice music! I was lining up the knives visually with the cuts! X-D

Haha, maybe I’m too tired and overheated (very hot day here) to be rating games…

Wow! This is very impressive! It reminds me of ‘English Country Tune’ in a good way. The concept is at once easy to grasp, yet creative, and it’s executed on (and presented) flawlessly. ( Well, the word ‘Theme’ is cut off on the ending screen with the 6x9-pips dice, at least in the online version :-p but I point that out just to show how small the only issue I found with it is.)

It does rely on awareness of the fact that dice’s opposing sides always add up to 7 (and one more than the maximum for most non 6 sided dice as well – though only 6-siders are used in game). This doesn’t seem to be indicated anywhere … fortunately, the fix for that is easy, just add it to the game-page!

It looks quite slick! Some details took me a while to figure out, you may want to invest some time into tutorializing the player (that’s not an easy skill…) It’s not that bad though, basically all can be figured out during play.

I do appreciate very much that this is a ‘simple’ and somewhat intuitive experience on the one hand, but it still feels cohesive and strategic without a clear way to win.

Fortunately the AI seems determined to help me out sometimes it seems :-) … until it got stuck on this position at least, it doesn’t end it’s turn (and I was wining too):

Feels slick, and finished! (Except that I had no idea how to quit the shop at first … I thought that returning to the main menu would kill my run.)

In a way this is almost an auto-clicker (not that that’s necessarily a bad thing), in that it’s about ‘numbers go up’, and most of the strategic choices are made in the shop, not during ‘actual’ gameplay. – Also because I only rarely got the choice of a ladder … I think I was in my fifth dungeon when that happened for the first time? – The perils of doing randomization during a gamejam. (And maybe also because if dungeons get larger you cannot see where some ladders are going when given the choice, and most of the time, you have enough health and there are little enough knights around, so why go up a ladder most of the time?)

I hope I don’t give off the impression I don’t like the game, sometimes I just keep coming up with criticisms even for things that are fairly enjoyable. I do really like the dice upgrade mechanic for example, or that you can also ‘sell’ dungeon/dice upgrades if you somehow made things too tough for yourself.

‘Do nothing’ got a chuckle out of me.

Very good presentation value, it feels slick. (Very minor point: Except initially I didn’t understand the lives system, since it seems to subtract the lost live after it goes to the next round.)

Lastly: I read the comments below to figure out that you should not avoid the objects in the flappy game, but instead collect them. (That one’s on me though…)

It takes a bit of practice, but you can get the hang of it (my highest score was a little higher than 1700). It didn’t maximize for me, which made it a bit hard to gauge sometimes.

Maybe throw some alpha/translucency on the knives to see the needed slices underneath? I get why they’re so close together, as you can line up the slices, but they also feel in the way a bit.

I also find it interesting what games decide to ‘punish’ and what just gets a pass. So I let it play out and there’s an end where it stops, making it a score attack, so it sort of makes sense to not break a heart over a not completely sliced object. But then you can ask, why have hearts at all?

Good to see a more esotheric game in the jam.

Can’t say much without spoiling the experience, but give this one a chance.

I didn’t get all world yet, but what I did enjoy a lot is how much of a mood each piece sets.

(Perhaps there is a bug: In ‘2’, I can’t pick up the dice at the end, attempting to pick it up instead performs the ‘did you get enough sleep’ monologue again.)

I had no other player at hand, but I played a match between two competing strategies (one favouring as many pieces as possible on the board and one more interested in moving the already furthest piece even further), and it was a very close match in the end, with the losing player only having one piece still on the board about 3 tiles from the end.

I think there’s a bug where it says the wrong player won though… brown still had a piece on the board (blue won the game) and it says ‘Player 1 has won!’

Decent music! :-)

As it is, the game is just a bit too fast: If it was slower, you could try to hit the right spell. As it is, it’ way too common to land on ‘slow player down’, which often results in an instant death.

Also, I get that the point is to just run away and not play offense, but only heal/teleport/speed-up feels very limiting somehow, as they are all passive abilities.

Except the one replying isn’t the creator. As far as I can tell, the one responding with the video on the game-page instead created the game with the ducks (which actually works, though I haven’t reviewed that one), not this one.

It seems the actual creator of this game hasn’t responded yet.

I often like to do everything myself … but making a passable song takes me an hour. Maybe I’ll finally use pre-made next time I join the jam :-)

So a small hint at the start as to what the player should do, will help.

Ah, so maybe I should have made the first target start off right next to the player. I/my games often struggle with tutorialization.