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splinterofchaos

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A member registered Jul 31, 2020 · View creator page →

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Super cute story, animations, and graphics, but my smoll brain just can't work these puzzles.

Your capsule art shows a turn tile and it's a shame that didn't make it in, but it's a good idea.

Art and polish, all very good and I like the sound and music, too.

Other dice rolling puzzlers have used a 45 degree perspective and this not using one does leave the player with less information, but also seems to make the visuals more clear. Still, I didn't really find myself struggling so maybe it's not needed.

Puzzles that involve rotating the cube into a particular configuration shouldn't generally have long runs like in level 2. It basically reduces to the puzzle shown below, but forces more button presses before trying solutions. Reducing the level sizes would focus the game on the fun part (trying to figure out the right move) and less the tedious part (testing the solution) while still teaching the player lessons like how to rotate a die given four spaces.

BTW, that was a super cute credits sequence. Loved it.

Well my playthrough ended when I think I got stuck in a pit with no way out (SPOILERS) in the space port, but it was kind of neat. The environments look great, the music matches, and it's cool watching the die roll around it. Also, kudos for controller support.

I do have to say, though, I found the platforming very difficult to where it kind of felt like Bennet Foddy's Getting Over It at times which I felt didn't mesh well with the relaxing and soothing feel of the atmosphere. I would have liked to see this lean more into the challenge, with more linear courses to guide the player, or exploration with easier platforming and some air control to correct bad trajectories.

Really cool concept. With only three lives, I think D4 is a bit small to start with because it leads to a lot of ties and that reduces the importance of the actually-rolled value.

It's so weird that this is hard. I want to get to the end, but my brain gets twisted.

Surprisingly enticing, but 30 is probably too many.

That's actually a really good score for either map. :)

This is really cool and I love how you used the die/the tradeoff between firing and staying. safe. Very cleaver, very fun.

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A really interesting idea, giving a die roll, but letting the player decide how to "cheat", but also having repercussions. Took me a while to figure out that the monsters I wanted to annoy were the pieces on the board and see their annoy-o-meters on the right, but once I got it I enjoyed strategizing how to make it work. Showing the meters on the tutorial screen might help make that a bit more clear.

Obviously, the art is fantastic as well. 

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Cool game, but not a regulation die which makes it a little harder to navigate.

(Checks own game...)

Crap,  my game also doesn't have a regulation die. :P

Glad you enjoyed it! I think BlueMoons worked very hard on the die and it came out nice.

Thanks for playing!

Thanks for playing! Very good point on the collisions and rotation. It made the collision feel more impactful, but maybe I could have bounced the player away from the obstacle a little.

I wanted to guide all my little dice friends to the end, but a boulder ran over Fred, Sara, and Tom. Really striking visual design. Good job!

Very cool, chill game.

I knew a good incremental game had to be possible in this jam and here it is. Nice job!

Thanks for playing!

Yeah, originally, the dice roller was just above the ship so it was always next to the focal point, but it was also obstructing so I had to move it. My plan was actually to have a GUI element display the current top face, but then time happened.

Amazingly well done art and polish. The dice is kind of awkward to have to keep rolling to get the right number, but at the same time, but it's an interesting alternative to something like The Textorcist that lets me keep using WASD. Very clever, good job.

cos(0) is 1

sin(1 * PI / 2) is 1

It's easy math, but this much familiarity with trig is probably a bit much for a jam game.

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Some more detailed instructions would be nice. I couldn't figure out how to make a move. I drag the dice around, but the only thing that works is hitting "End Turn". 

EDIT: Ahh... the die go on the row on the bottom. Sorry, that wasn't clear to me in the UI.

Kind of like a typing game, but dice.

I worked out this system: I keep the die with one on bottom, six on top, and anything in between I just spin around. At the end, I just don't have the reaction time to keep up, but it gets me a distance I'm happy with.

One nit: The "restart" button should not be the same button I'm selecting dice with. I didn't get to see my high score because I was trying to get just one more match and hit spacebar a few frames too late and it just started a new game.

The one face probably still needs a bit of a boost, but it's a fun, simple game.

Thank you.

This looks absolutely gorgeous and it's ridiculous y'all were able to make all the art during the jam. Seriously, great work. It just seems like the actual gameplay was over scoped and the idea doesn't really come across.

Very clever.

I love the atmosphere, sound, and visual design, though I wish I understood how to play because it seems like it might be some good, relaxing fun.

Very solid puzzler, slowly introducing mechanics by showing the player how they work then challenging them to use them. Very well paced. Good job.

ditto

Pretty cool game. It'd be nice to have a text pop-up explaining what the effect(s) of a roll is sometimes, but overall fairly clear. Good job and congrats on your first itch.io upload!

I lost!? lol, I guess German Yahtzee? Anyway, it's a delight.

I had a similar game idea a while back, but you really took it to another level and made it a real puzzle game. Great job!

Controls are pretty awkward. At first I just wanted to use the arrow keys to move and found using the mouse to control yellow platforms annoying, but then I understood that I needed to be able to move the platform and myself at the same time. I would just recommend supporting W to jump since the spacebar feels off for this. X to attack also feels awkward with WASD controls. Q or E would be more conventional choices, or even just use the click for this purpose again!

I like the jump height, but maybe a bit slower?

There are some good ideas here so I hope the later chapters get flushed out.

That's pretty cool, though I wouldn't have realized those were reflections if I didn't hear the VO explain that's what they were. It kinda just looks like the same sprite, turned around, drawn one tile higher--more like a doppelganger than a mirror image. What about shortening the reflection a bit so it feels more distorted, not a part of the physical world? I think it's just tricky with RPG Maker's strict orthographic projection.

But what I said above does not apply to the water reflections. Those look terrific!

https://splinterofchaos.itch.io/line-breaker

Just a silly little game I've been working on. Wasn't sure what to do with, but I saw a tool tip suggesting to post here. There are a few unimplemented features (details on the game's page), but I felt it was satisfactorily complete for my personal needs. 

Feedback--especially negative--is absolutely welcome. My biggest concerns are over whether the controls feel right, the physics is well tuned, the challenge ramps up at the right pace (my target is games should take between 45 and 120 seconds), and most of all: that it's fun.