Ah dang I can't believe I missed the boss. The future sounds awesome with more levels and stuff. One thing though, I forgot to mention after rereading my review is that you cast abilities when your equipping items and that was very annoying. But yeah either way, working on the same project or a similar one in the future, I will play your next iteration my friend!
SimpleDiceGameDev
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I beat all of the wings on my 7th try, which I think is all there is to do...? I liked the combat a ton and it was juicy to bat. Switching characters felt good when you got the hang of it and each character had a good amount of abilities and each one felt good with a good cooldown. Equipment and passives added a good amount of depth that I enjoyed, but there were a few spelling mistakes along the way. The only other criticism that I wish to relay is that the rain and walls look a bit strange in multiple areas, and the rain itself probably should land in dark areas or on walls. But this game is super fun and I like the combat a lot, especially spinning and the summoning of the meteor. What are your plans for the game next?
I beat the first and second demo day levels and ran through the first level a few times to level up before crashing and losing everything (I forgot to screenshot it sowwy). I love the look of the game and the NPCs and the combat is fun, especially with the bow! Leveling is cool and it seemed that charisma changed the game dialogue which I got to see as I leveled up. The boss at the end of the second level took a long time to kill, but is was fun to just tree jump and arrow him to death. Sound FX for weapons would be a great addition, also I noticed the bow arrows go through walls and for sure hit off screen which is kind of OP. Overall great little pixel adventure game! What are your next plans, more levels?
I got the picnic ending and killed by the well girl. It's a cool click and find horror game and I'd love to see it with real art, but understand why you might not. The puzzle-y nature of finding objects to get the bears is great, it would be cool if there were more objects to find and interact with, as well as hiding them a bit better in scene. Neat horror game prototype!
I suck at bullet hells and got stomped by the second boss even after trying for quite a bit. I like the idea of a time based health pool and the first boss is awesome and I enjoyed learning it. I do hate the fact that you need to beat the first boss over and over and over, I would split the game into a hardcore and normal mode, where in the normal mode you get a checkpoint for each boss and can just focus on the one boss, and then try your hand at hardcore where death brings you to the beginning. Other than that no real complaints, I like the art and the menu is good so far.
Bullet hells are not my forte, but I played quite a few plays and finally got the horse man down and got fucked by the blue lady. I had a gamepad plugged in so I used that and it controlled great but for some reason it seemed like the horse and the angle of aiming moved by themselves which caused most of my gameplay to be struggling with the horse moving on its own. Was this intended? If so I don't like it at all, if anything the aiming shouldn't move by itself. It was slightly difficult to tell when you took damage, but not impossible. The powerup system was also a bit strange but seemed really important if you want to beat it so if you miss one it really sucks. But I like the characters and the bullet hell itself worked pretty well.
I played through the tutorial and lost the first match, it for sure is hard given that they had over 200 reinforcements. The controls were nice and the tutorial explained it well, although I would prefer the text have a continue button rather than auto scroll, or an option atleast. The match itself was fun, but I think the strategy of forming a group of a bunch of gunners and few grenadiers and sending them in probably wasn't the best but it's what I did. I think developing further the unit system will help the gameplay, and changing how you deploy them as well. I really liked the models and the shooting and grenades are great. I'd say keep going because it has a great premise so far!
I played a day and served some coffee to a bunch of guests, like they poured in right at the start. It was fun though and makes sense with a good amount of steps to make the coffee. I didn't get how to pour the coffee at first but it took only a sec to figure out that you can split it or pour it all in 1 cup which is cool. The milk mechanic also worked great. Serving coffee worked good, but the cleaning wasn't clear at first, clicking wildly got me to cleaning tables but maybe a rag item would help. The sink kind of made sense but it wasn't shown anywhere so it took me a second as well. There is a bug with the black serving trays where if there's a dirty mug on it and you place a clean mug it can overlap the dirty mug. Overall great prototype and I think you should go on with art and making it look good!
I played couple of games and explored quite a bit of the maps. It's a fun RTS game with some interesting twists, I like the idea of taking over camps and building up huge armies. It felt good to do so and the building system, while a bit confusing, added some good depth where you build to improve your units. The art style is a bit whacky, but charming at the same time. The only thing I hate was that the camouflaged units seemed almost impossible to beat, they sometimes would shed the camo but other times be indefinitely or nearly indefinitely camod. The witch king needs some way to heal imo like passive regen while in a base, for sure on easier difficulties but maybe not on harder difficulties. Overall a good time for an RTS. What are you planning to add in the future? I look forward to more updates.
I got to the end, where act 3 starts. It's a wild ride for a visual novel, but I like the vibe. The female characters are all great and I like the sexual tension (need porn of it asap). I also enjoyed the pacing and how each scene was paced and moved the story along. The interactable puzzle was cool to interact with, but nothing too complex. I'd love to see more voice acting and of course the rest of the story. Everything so far looks great!
Got through the first two levels and spent quite a bit of time on the fire level. This game is wild and fun, with so much chaos and killing going on. I like how the game handles the projectiles and explosions, very juicy. It's awesome that you can deflect bullets and hitting them around like pinballs is so great. I didn't realize at first the hat was your shield, but no big deal. The two things I had slight issues with is the ability to pick up empty guns was super annoying and on the fire level it wasn't clear at all how to beat the boss so I got a little filtered. Overall great fun with very nice juicy effects. Great demo!
I finished the game and was sad there wasn't more! I liked the story and its presentation a lot and am pretty invested into it. The beginning was interesting, but it really ramped up when you moved to the city and I liked each character in their own way, which makes me wonder if you can romance most of them as that would be epic. The only thing I kind of got confused on is: why did the game make it seem like I could choose a robot at the dealership, then force it into the kitty? I kind of liked the idea of choosing the first romance, but I get why it kind of went with the kitty. Overall great coomer game! I look forward to more.
I watched the video and it did have some helpful insights. It is very early, but I wanted to cast it into demo day since I worked on it for quite a bit and it is a full gameplay loop. I plan on adding passives, ie roguelike elements, to add more depth and fun. Are there any other things I could add to make it more fun? I plan on visually polishing it in the coming months and with it gameplay clarity should be boosted. I don't think there were bugs, but abilities have conditions and it's not very clear why they work and don't work, but I think tooltips will help. TY for playing!
I played the tutorial and the Phenor round and had a ton of thoughts to share. I'm gonna be real with you, the tutorial has too much dialogue, I think you should start cut like 90% of it AND/OR start the tutorial on the planet screen and sprinkle it in. For example I'd keep the line about untrained captains, then ONE line about harvesting a planet (vagueness is ok) and then for the gameplay part have a red circle around the Logistics Network with every other building blacked out, then the player creates 2 helium (scripted) and then unblack the Atom Smasher, red circle around the Atom Smasher. Player creates a medium quality helium, unblack the Trading Hub and put a little right click mouse sprite above it with a red circle, check the thing and there's a dude who wants one medium quality helium, red circle around return and red circle around trading hub and a left click sprite above it, red circle around medium quality helium. BAM! That's the tutorial. Now aside from the tutorial, I didn't like that the request guys in the trading hub seemed quick to leave, I got a request to sell 10 things and felt like it wasn't physically possible, are they time based or action based? They also need a counter, like 5/10 items sold so far. I feel like either way its based if you are taking actions that fill up the counter then it should extend the duration they would wait. Final bit of criticism is that I feel post tutorial you should just black all or most of the planets out as it's not clear where the player should go first, and a progression might be better than a free form. The game is interesting and has a good premise, so don't take it too negatively. I really like the music as well and it seems like you put a good bit into this so I hope you keep at it!
I played all the playable levels and was very impressed. I like the art style and the mix of 2D and 3D is great, the guns look amazing! Amazing art aside, I like how the guns feel, especially the shotgun and it was fun to kill all the enemies. The key puzzles felt good and the levels felt fun to explore and walk around in. The only thing I think needs real change is the bullet icon on the bottom right, it should change based on your equipped weapon. Overall great theme and feel! Look forward to more!
Beat the demo with some previous knowledge of the ciphers. I like the vibe and the look of the environment, as well as the enemies and corpses. The gun gameplay was a bit strange, but kind of fitting in a weird way. The only other thing the game needs other than more content is an indicator for opening doors, a little popup mayhaps. Overall cool and great atmosphere, look forward to more!
I actually play World of Warcraft religiously(not healer funny enough) and I appreciate the homage to it. Yeah I saw I got the buff, but the most common occurrence was running out of time in the beginning of my game time fyi. I feel a debuff would be very punishing for new players. I very much look forward to new enemies and more content!
This game is amazing! I played quite a bit and managed to finally beat it by beating the third boss after many many attempts. I love the gameplay and the variety of spells. The town upgrade system works great and allows each run to feel like your progressing. The second magic boss is particularly hard, but it can be done if you avoid his spells just right. A bit of visual clarity with the arcane explosion might help a little but I think the only other suggestion I could make is that I didn't realize you didn't need the maps to escape the levels until after quite a few runs. It makes sense because your collecting a map, not a key, but it seemed like you needed to. Overall fantastic game, its fun to equip and choose different party members. The many healing spells and strategies you can employ are fun and interesting. I look forward to more levels and bosses, it definitely needs more than skeletons.
I for sure got filtered, but I'll still leave a review because I feel my 20 minutes of gameplay is enough. I got about 10% of the way and spent 90% of my time in the pictured area. I lost heart when I fell from the triple steep cliff the third time. I am not a fan of getting over it but I like this game a bit more, it's charming and good to look at. I had fun learning how to catapult and really think this game is about taking your time, which might not be obvious at first. The jump mechanic worked well with the catapulting and allowed some really calculated efforts. I would strongly consider making this part slightly easier, as you don't want to filter too fast in my earnest opinion. Good overall, sorry I couldn't get further.
Got through the demo and it was super fun! I like strategy games and auto battlers and this is a great iteration of both. I like the resurrection mechanic that constitutes the core and the ability to pause and cast spells and cast spells post battle. It is hard to tell when your characters get damage and are low health, so a red indicator would go a long way. I would also love to see a longer demo of course. Great concept! I think you should continue and polish because the gameplay is fun!
Alright first time playthrough. So I got through the base game and some challenges (not the new ones sorry). I'd do them all but I suck lmao. I like the challenge and the abilities that help you get through them and the art looks good. I almost got filtered by the red spinny level, I'd consider a version of that level with less spinnys to introduce it as the pacing goes from tutorial to wtf I've died 12 times now, very stark. I also didn't like that you could only see your hitbox/iron man heart when doing the precision shift, I'd like to always see it. But yeah it controls good and there were no bugs. The blueberry boss was super fun and most levels were a blast. Keep it up!
I was able to beat the jack difficulty but got a bit beaten down by my two attempts on queen. I love the visuals and the idea, the UI is also fantastic and feels great. Overall great polish and feel. My only 2 criticisms are that the game feels a bit overwhelming at first and the perks are a bit hard to understand even after reading them a couple of times. The game also grinds to a halt sometimes when both players are just looking for 1 card to progress, maybe more passive SP after idle would help? Super fun game though, it really sucks you in and the fact that you can unlock more characters and difficulties is great! Very nice.
I bumped into enemies and indeed won. Interesting prototype that I do want to see more for. I liked that you could wallbang enemies and the way they attacked seemed balanced enough to give you a chance even if a few made it to the exposed health ball. I think the most obvious addition would be passives or abilities to unlock to add depth to the fighting, but I'm sure you have that planned. What are your other future goals and plans for the game? Fun little demo!
Sexy dragon booba lady. But seriously I did some platforming which felt nice and played around with the controls and The Ring of Dragons™ and it seemed only the red one did anything. I got to this point and wasn't sure what to do next, but I hope I didn't miss the obvious (if there is more content I will replay the game, let me know). The models and animations are beautiful so great job on that! Look forward to some fun platforming levels to play, as I have a soft spot for 3d platformers.
Ah I must have missed that, maybe not allowing the player to enter the dungeon without the forge can be required( eg The mage has the key and will only give it when you make the forge) I didn't realize it was completely random, which is cool and if you want extreme power to be possible on both ends then that is what it seems to be so good job on that. That being the case there is an ability in your pool that allows a creature to bounce creatures to the opponents hand, and to me it seems that if you activate an ability you cannot attack(tapped) but if you attack you can still activate an ability mid combat then remove yourself from combat in a weird interaction, imo if you attack you should relinquish your ability to activate abilities that exhaust your card. If you like the all haste then you can keep it as it sets you apart in a way, but maybe increase the life a little to offset this. NP on the things that need work, just wanted to tell you what I saw as a player on first glance. I literally downloaded and reviewed in the same hour so that's the version I played.
I killed two enemies and explored the bunker, I think that was all there was. I liked the look and the characters stand out in a good way. The locking on and shooting worked well. The control scheme is a bit strange, and yes I did read it. I personally would use wasd where a and d turn left and right and use q and e to strafe left and right with space to jump. It's just the most intuitive way to control a character using a keyboard, and you can have all the other keys be anything else. I'm curious to see where this goes!
I solved the mystery after using only 1 hint! The text solving system is great and when you input the wrong answer it actually tells you why instead of just saying wrong. I liked that you could zoom and inspect the scene entirely. It wasn't intuitive that right click zoomed out, maybe adding escape to do it as well would help. Overall I liked the difficulty and solving it felt good. Look forward to more mysteries!
So I killed some knights, farmed some crystals and died to a boss I think (the card that lets you bounce a creature as an ability is kind of bullshit, the card can attack, and if blocked bounce a creature). I have played magic the gathering for years so I am always interested in card games. The gameplay itself was in the style of magic with similar phases and attacking and blocking which is perfectly fine. I could not find the forge in the VERY large island area but I got my deck and was able to set out to adventure. Side note the deck editing tutorial screen cuts off and doesn't show the entirety of the text. The mouse not only does not stay in the application if you have two screens but in the dungeon it was always on the screen. In combat I found sometimes I could not click to target creatures but usually opening the graveyard and closing it allowed me to do so. It's hard to tell when creatures are exhausted because some cards are already grayscale looking, I would use a symbol over the card to indicate this. Balance wise it is insanely powerful that all cards can attack when summoned, given that players life start sub 20, I would increase life totals or remove the "haste". I enjoyed that you could reorder cards in hand, a nice touch. It's fun to fight using a card game and I like that aspect. The dungeon look great and was large and had multiple pathways which is great. I will try to figure out this crafting because I'm sure that makes the game even better!
Misc bugs:
Enemy pathing
It is possible to clip through ceilings
I killed a ton of enemies through a few runs but got stuck in my last run as there were 4 locked doors and only 3 keys but I had a ton of fun. The game has grown quite a bit from previous demos and it is cool to see it shape up. The different abilities are cool to experiment with and upgrade in their own unique ways. The different enemies were each a good challenge and were a fair litmus test for good and bad builds which is vital to roguelikes. I do wish the fighting arena was a bit different, maybe random obstacles or walls to give it a little variety and strategy could work. Keep up the great work!
Back at it again with Seal City! This time it's a bit different from last time with the transition from dice to coin pusher, both which I enjoy however I highly preferred the slowdown in population expansion that the pusher achieved. Typically in coin pusher games there are only positive outcomes with pushing coins so it was interesting to see an alternative. The building update is better as food makes more sense than happiness and the unique properties with fishing huts gives the game a layer of strategy along with the pathing system which is another great addition. Great progress!