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SirXmas

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A member registered Jun 07, 2021 · View creator page →

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Great art and sound! It feels nice to play as well. Some restrictions on reloading/firing at the same time and a ramp up in the hunter spawning speed could help add some more difficulty and progression.

Love the eclectic art style! The ball movement feels pretty nice, and the game plays a lot like Flappy Bird in a satisfying way.

The animation and art for the loading and firing is pretty awesome! The actual gameplay is mostly memorization since it's often impossible to dodge an obstacle if you're not already in a good position.

Great art and music! Introducing new animals each night is a nice progression, but it could use something more to keep motivating the player.

Nice art style! The controls are a bit clunky and a lot of my deaths were from situations that were completely unavoidable, which doesn't feel great.

Fantastic aesthetic, and I love the world setup. Gameplay is a little simple and I eventually just stopped playing after getting my fill.

Thanks for the feedback! Glad you enjoyed it!

Thanks for playing!

Thanks for playing!

Thank you! We haven't discussed if we'll continue working on it but if we do there are definitely lots of things we can add and improve!

Thanks for playing!

Thanks for streaming and the feedback!

Thanks for playing!

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Let me know if you do get a puzzle version finished, I'd be keen to try it! Regarding what I said about having a premade dice layout, maybe actually giving certain abilities per level and have the player construct the right die to solve it would be better? But that would definitely open up a lot of extra possibilities to consider in the level design... Haha, it's pretty fun to think about!

Yeah I think we tuned the beginning a little too hard! Got too good after playing it constantly for 2 days haha :P With some practice and knowledge about the best tower combos you can definitely get a good groove going!

Yeah it was a bit of challenge to get everything (the number of enemies spawned, health, health scaling, die cost scaling, etc) balanced! Definitely leaned more towards making the first few minutes the most engaging :) Thanks for the feedback!

Cute cat :) Very hard to tell what was happening a lot of the time, some better feedback both for the combat and the battle results would be good!

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Overall it's a very nice puzzle game, simple concept and enough little mechanics introduced to keep things interesting. However the dice aspect of the theme felt a little tacked on and actually kind of detracts from the game. You're not really "rolling" the die so much as just having a slower way of choosing your move distance, and some of the puzzles can be solved without using every "side" in ways that feel like they weren't intended.

Really great combination of RTS and Tower Defense mechanics, plus the physicality of the dice "pull" aiming! A little more clarity on the throwing arrow and also the ability to cancel a throw would be good, but it's extremely impressive!

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Great presentation! I'm not one for auto battlers but this was quick and well polished enough that I made it to the end! I like the interpretation of the theme although it'd be better if there was more reason to push ahead other than trying to finish in the fewest number of days.

We did have an idea for leveling up your towers when you roll pairs, but we didn't have time to implement it for the jam!

Nice relaxing feel, but could use a little something more to keep things interesting. Once you figure out the rotate mechanic it's pretty straightforward.

Even if the art and music was premade, it's all put together extremely well and looks fantastic! I liked that the "rolling" of the upgrade mechanic was actually interactive, definitely much better than if it was just an automatic roll. Flesh out the rest of the game more and it could be solid fun!

Thanks for playing! We wanted to add a little more risk and engagement to the player running around.

Thanks for playing!

Too bad the AI broke! Definitely a solid baseline for a competitive puzzler, there's all sorts of ways you could iterate and add features... increasing the board size, sending hazards over to the other player, etc. Solid work!

Thanks for playing! We wanted a little randomness in the tower location rolling in order to keep things lively!

Really unique and funny concept! The chopping timing seemed a bit finicky but I eventually got a few very satisfying strikes!

Thanks for the feedback! Glad you enjoyed it!

Chaos was (part of) the goal! Thanks for playing!

Thanks for the feedback! We started you off with few dice so you'd be force to use the throwing mechanic!

Thanks for playing!

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Thanks for playing! Balancing was happening up until the last second; difficulty levels would have been great if we had time. Did you find it too hard or too easy?

Super clean aesthetic, and good music choice! There are a lot of games with this dice-rolling concept this jam and I find myself having a very hard time with it - knowing what numbers I'll end up with after a roll and especially trying to plan ahead multiple rolls to get the number I want. I liked the continuous roll and the ability to move other elements in the stages to manipulate your die's positioning, that gave it some uniqueness (though it did make the planning even more difficult!)

Really nice concept, one of the better "rolling a die with the face up side determining your action" games I've played! I generally didn't like a lot of those that used regular numbered die as I find it very hard to know what number I'll get when rolling, but here since you can customize the dice that's much less of an issue!

Some potential areas of improvement if you want to keep this as a roguelike: the goblin AI is predictable and the fact that you can try to move into a wall in order to stay in the same spot while they come toward you makes it a little easy to exploit. The First Aid ability is also very overpowered, once you get that pretty much the only way you can die is to play extremely badly and/or get trapped on 3 sides by goblins. Also once you get your die set up the way you like there's no point to collecting more powerups.

I say "if you want to keep this as a roguelike" because I think this would actually be a great framework for a really simple but engaging puzzle game! Much more than all the other "roll the die onto the correct face" puzzle games in this jam. Have specifically made levels where you give the player a premade dice layout, health amount, etc, and they have to find the right sequence to survive and escape!

Nice work!

Props for including a Linux build, haha. I like the true roguelike influence with the turn based grid movement. A little more variety in the enemy movements would have been good!

You can control the throw by moving your character in the direction you want it to go!

Thanks for playing!

Thanks for playing, glad you liked it!

Thanks for playing!