Every station works differently. I hope the floating hints helped
Sugo98
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Your game definitely have a better difficulty curve. Having played my game for a week I wasn't good in estimating the time needed to learn the game in the first level and haven't the time to do some testing with other people.
Adding an interactive tutorial is one of the thing I tell myself to do every game jam but in the end I don't have the time to do it. I totally need to learn how to do it.
Figuring out the keys was intentional. The hints appear after a couple of seconds, so if you know how to do you can do things faster. That was our take to "just get started"
Wow!! I wasn't expecting this when I saw the cover image, but It was a pleasant surprise :)
I really liked the music, and all the stuff going with the tempo, well done. I think also the difficulty progression have been made right! I couldn't finish the last level but I will come back after the jam for it.
The rotating screen at the last level really got me :) Super Fun
I played the browser version and enjoyed the game very much. I liked the puzzles very much and the narrative you put in this game. It reminds me a lot of Botany Manor which is a really great game. If you haven't take inspiration from there you should really try it, you will love it.
Unfortunately I can't finish this one. I don't know if this is a bug or I didn't solve the enigma
Spoiler Ahed My intuition was to fuel the machinery with the Relyads Fall, but it do not take the input. I also tried to combine it with other stuff but it didn't worked out
I really liked exploring the place to find ammo. Killing the aliens is very satisfying.
Unfortunately I've clipped on the walls many times and had to restart the game. Also I felt overwhelmed by the final boss. Seemed to not suffer damage from my bullets and I couldn't avoid its projectile. Really liked the tension you built while approaching it though.
Congratulation for all the work done, making all the art and the music must have taken a lot of time
I like strategy games so of course I liked this entry.
The pixel art is very charming, I love your Kobolds and the fact that they are equipped differently with strength and flaws. I would have liked to see the stats of both my Kobolds and the enemies to better plan my moves.
Even though I've encountered some problems with the UI buttons (for example I can't close the credits book) the game itself is very polished and enjoyable. Very well done for your first game jam
https://joelsteudler.itch.io/retro-fantasy-music-pack-vol-1
This is the main assets we used. Unfortunately our composer was not available this week, so we relied on external resources for music.
I really love the art style of this game. Unfortunately I'm not on an USA keyboard and so I couldn't press semi column and going down and catch the Tuna. Also is unclear the order in which I have to press the keys to maximize speed. I guess I have to type O R K A real fast, but in the end pressing random was working enough to go for a while.
I love how this remind me the old little flash games like yeti sports. Except for the clunky controls this is a really cute little fun game
Hi Chipper, thank you for your feedback.
The upgrade system is the one which was left a little bit unexplained, we are aware of this and we are sorry if this ruined you experience.
Each hero is represented by a single dice, and you choose to upgrade the faces when you meet the dice-o-mancer.
The confirm option grey out when the cost of the faces your about to buy exceeds your actual amount of experience (represented by the blue star). The tutorial was heavy enough and we decided to left the player figure this out, maybe we should have split the tutorial in two parts and present each part just before it come into play
Thank you very much. Dice Forge was a huge inspiration, but we wanted a more "dice placement" mechanic for this. We are very happy you enjoyed this much. If one day this will become a full game we will let you know for sure.
As team we haven't learned how to implement a save and continue system yet and since it is quite a short game we didn't bother, but it's totally something we could have done. I see your game has it, maybe you could indicate us the right tutorial or send us that piece of your code if you don't mind
The desert was the second-last level. Only a big boss fight with a three-headed white dragon was left. You did a great job passing over the beavers, many get blocked there.
Thank you very much for giving it a try!! It's not long that i landed in the indie game dev scene and it's heartwarming all the support and encouragement that everyone is giving each other. We also think that this have potential to become a full game but first we need at least two or three more jams for building up some experience.
Have a nice day, see you! :)
Ah yes! I read that before playing but only now I understand it. Cleaver, i like it!
I know how it feels having the idea but not having time. Another thing that I would had find really usefull is the possibility to view the movement capabilities of each elements at each level would have been very useful too.
P.S. This game reminded me a lot Onitama, if you haven't play it yet you should totally give it a try
This is addictive! Very fun idea, I really enjoy it. I would suggest to add a number indicating the HP left to each card, so I don't have to remember or make proportion for knowing which card I should target next.
Also, after many fails I think that the only strategy for winning is having a single really strong dice, with two small supports for the second last level, which is a shame becuase the most fun is when you have many dice with different abilities and play wisely each turn.
I really like the option to not play the dice if it has a small number on it to hope in higher result the next turn, really simple yet interesting mechanic. Well done
I liked the game, I had to finish it so I think I just spent the last hour on it. It is original and challenging.
I would have liked more feedback to understand at which level each tile was at. After a while I get thou. Also I would have liked to move the camera freely to plan a strategy.
My favorite thing was the mechanic for which at the beginning the move patterns were simple but you could "color" few tiles per movement. Then a larger area was possible to cover but the movement become tricky and you need to think more about your movement. Great work.
The only think I don't get is how the "attack" area during the night is determined. Some nights were far easier then other
Hi, it happened to me to buy this assets in an Humble Bundle like 4 years ago. Last week turns out to be very useful for making a game for the 77th Godot Wild Jam, thank you very much, I think the musics fit really well in the game, great work.
Here's the link of the game if you would like to check it out: A Dicey Journey
I love the music and the art style of the game. It seems that there is a lot of effort in making this game.
Unfortunately, the game is just too overwhelming from the beginning, there are too much statistics and too much action spaces with an unclear function and the main objective of the game is not really clear to me. It's a shame because it seems a game I would have spent some time onto but it should be more beginner friendly.
P.S. Also there is a bug for which if I move a Die onto another Die they collapse in one single Die and I can't split them away





