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Soltairus
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Thanks for listening!
I used mostly instruments as part of Native Instrument's Komplete, Primarily the Noir piano, the Cuba instrument plugin for Seaside and few others. I also used Spitfire Audio's LABS instruments and their BBC Orchestra Plugin. Lastly, the solo Cello in Farewell and Home Away From Home is the amazing Cinesamples Tina Guo Cello. It was a lot of fun to make this soundtrack and work with all these instrument. I'm glad you enjoyed!
Nice job, I really like all of these. I really enjoy chiptune mixed with orchestral instrument style on display here, and the compositions themselves are really good. I do wish you wrote more about each song and the overall story of your game just to get a better idea, but the music does paint a good enough picture. Good work!
Thank you so much for your insightful feedback! I'm glad you enjoyed it. That solo cello is the Tina Guo library from Cinesamples. It's really nice for expressive legato stuff as you've heard, highly recommend it (It's also fairly affordable on sale given it's quality). The wooden percussion is a Marimba, though it isn't the most realistic sounding one out there so that's probably why you couldn't put your figure on it. It works quite well the piece though. For track 5, I honestly was having a lot of trouble making it sound right, so I completely understand what your saying. I changed the instruments a lot and mess with a lot of different effects, but in the end, I ran out of time so I just had to upload what I had. Given more time, I probably would make it mesh a bit better with the rest of the soundtrack but it is what it is.
I really wanted to push myself to try a whole bunch of styles because I'm still experimenting a lot with music production, so that's where that variety came from. A missing sense of identity is a valid critique though, and it's something I'll surely improve on in the future. Thank you for listening!
It's rare to see a straight up RPG in jams like these. I like the presentation a whole lot, I really get the urge to want to explore this strange world with dice-people and winding paths. The gameplay being all luck based is a bit risky, and it can be annoying at times to lose to bad luck and have to start over. Some balancing to maybe add some not so random elements along with the random ones may be a good addition.
Nice work and good job to the whole team!
I like the concept, it's actually a pretty tricky puzzle game. There are some flaws in the execution though. A clearer grid would have been or an easier way to tell where you would end up on your next move would be useful. As of now, it's very hard to tell at a glance where your going. I think it would make more sense for the die numbers to be on the direction you are going instead of where they are relative to the die. That would just make it more intuitive even though it doesn't make much sense.
It's pretty interesting though overall, good job!
I like the idea of this one, but it's a bit frustrating. The low pixel count makes it hard to figure out what's going on, and I frequently died due to an enemy instantly spawning next to me where I couldn't really do anything.
Once you get past the spawning and once you understand what's happening, it's actually pretty fun and dashing through enemies is satisfying. And the PICO8 look is charming. Good work.
The visuals are nice and the idea is neat. However, it does feel like it's just luck. It's hard to strategize when you can only think 6 moves ahead at maximum and your enemy is 10 turns away. I wish there was some more predictability that would make assigning an item to a specific dice number an important decision instead of a completely random one.
The concept is neat though and it's still quite good given the time limits.
Good job!