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TheStoreman

76
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A member registered Jul 12, 2019 · View creator page →

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Thanks! It was a tough challenge, but it was fun.

Cute!

You did follow the limitation and told a story, it's not just a game with no text. Great use of the limitation.

Awesome tutorial. The transition into gameplay is seamless.

Everything with a White Box is a button. Tutorials without text are hard haha, I hoped to teach that with the starting screen. Anyway, all feddback is welcome, thanks!

Thanks for playing! Each one has a personality, but it might take a couple tries to know them enough.

The rules say "Integers and other symbols such as...+ - / ? ! # % and $ are permitted." (emphasis mine).

So showing time using numbers doesn't seem to be against the rules.

Thanks! I've done cards and dice in Twine pretty easily. I do have to say making a board for my boardgames proves a challenge, but maybe there's a solution for that.

What have bears done to you?!?


Thanks!

Hahahaha, did I really forget to take that line out? I'm a mess! Yeah, I usually have a couple reminders like that during playtesting.


Thanks for taking the time to rate!

Hello! Sorry for the late submission! And thanks for letting us submit like this.

https://thestoreman.itch.io/aquatic-dojos

Thanks for the kind words! And thanks for the feedback. Tutorials are still a work in progress for me, so I'll keep it in mind!

Cool! You used light and shadow in a good way. I could see where I was going while also being a bit lost, and the dice (our target) were easy to spot and not hidden by the effects.

What I don't get is the camera changes. I kinda wished it sticked to either top down or first person, but not both. I got inside the garage only to instantly walk out more than once.

This idea of "ant farm" gameplay can be really cool (you have a lot of tiny humans doing stuff, like having an ant farm). Nice work!

I didn't mean to create a "right strategy", though I'm sure if you crunch the numbers there's one. This was meant less as a puzzle and more as "dice pool builder". Thank you so much for taking the time!

Thanks for taking the time to play!

Gorgeous. This is one of the best looking games here. It moves nice, sounds nice, and looks great.

I did manage to bug it out. I died by lava just as I killed the last enemy, so this happened:

I was alive but with that prompt. I could play, until I spawned this level where I was inside a rock. Not sure if that has anything to do with the bug or not, just letting you know.

I mean, this can happen in a jam, I'm not knocking off any points in my rating for that. I want to point it out in case you reuse some of this code down the line.

Primero que nada, me encanta que haya versión en español. Después, la idea esta genial. "Caras" en sentido simbólico, muy bueno. Felicitaciones!


First of all, I love that there's a Spanish version. The idea is great. Using "faces" in a symbolic sense, very cool. Congratulations!

Yeah, I've seen this tool pushed to its limits, so I kinda jumped on that. My programming background is super low, so this helps me work on rules and mechanics instead.

Yeah, I got into Twine as a graphics-lite platform to learn about the logic of game design. It allows me to use text to do a lot, and now that I'm working on digital boardgames I can work with static "cards" like the enemies here. I did do stuff with GameMaker when it was free (so imagine how long ago it was, GM 2 wasn't even out) but having to make the interface itself was a lot of work.

Glad the theme came through! I'm no artist (as if you couldn't tell :P), and adding sound is still too new for me, so building atmosphere is an uphill battle. The idea of a necromancer was there from the start, before I even knew why you'd need blood or bones.

Oh, don't worry, I just wanted to make sure I wasn't missing anything. I do love the idea of picking up dice faces.

Yes, I wanted to add more variety for the elements, so for example some enemies are vulnerable to Bone, or hard to kill with Blood but normal to the others, etc. as a way to challenge builds.

Alas,  the dreams before a Jam haha. Thanks for taking the time! I do like how the system ended up.

Agreed, 100%. That was the original plan, but I ran into a little problem. If your health persists, the right play is to stall with weak enemies and just heal yourself. Same problem with keeping resources in-between fights.

The right fix would have been to remove the healing spell and add another event to heal, but by that point in the jam it was too late (I'm fine with resetting resources). I decided to reset health because I hate it when stalling and grinding is the right play. It was a band-aid over the real issue, though.

Go to the stickied thread, that's where the organizers will be able to see your game.

Oh, I didn't understand that you got more enemies the higher you roll. I thought the spaces had random "encounters" so you fought what you landed on, if that makes sense.

Nice take on health, but it does mean you don't change weapons if you avoid getting hit, which kinda lowers the variety. I'd rather health was only moving backwards and the weapons changed when you rolled, so each "room" has random enemies and weapons. I don't know, just thinking out loud I guess.

It felt too dark. But it did bring a lot of dread. It was a nice one.

Oh, I get you. Balancing this challenge has been a nightmare. I think the added randomness of dice makes it tougher.

Dice management works great, and it looks so crisp and cool.

As it has been said, fights can drag on. It's a matter of balancing offensive and defensive options. On a one-to-one conversion (and rolling similar dice) the result is very slow. Nerfing or limiting the green and blue dice would make it faster. Putting a cap on shield would help too.

A dice-building RPG sounds like a lot of fun. I don't get the differene between bet and attack, feels like there isn't one.

Really good use of the dice as health. When I read "if I roll three 6's you die" I was almost out of it, but decided to try anyway. Glad I did, because it's an interesting take.

You basically roll for the number of times you can be hit in a room, which makes for a playstyle where you get to damage boost often because next room you "heal" anyway.

I had fun with it! It looks good.

I don't get why the defeated enemies had to say they did nothing, though, instead of just skipping their turn. If the code had to run anyway, no text may have made it go faster.

This looks really good, but it doesn't fit on my screen.

Props for trying out a less than common system (the cycling).

About the rolling, it falls into the tabletop issue of "Roll high win and keep playing, roll low instantly die". I'm not sure if there's a "speed" system in place where going faster makes rolls better (it does say you shouldn't slow down). I was so bad at the cycling it could have been that instead of bad luck.

This looks and sounds really good. I like what I played.

That said, the dice felt tacked on. As an RPG it's fun, and you could have rolled the damage "on camera" instead of using it for movement to integrate the dice more.

It's so interesting having to pick a result first and then adapt to the blue die.


I do wonder if you can win without cheating.

You really captured the sense of dread with the timing mechanics and lighting. Really cool!

I will say that the font used on the "How to Play" was very hard to read.

Use dice-based skill checks, like in tabletop RPGs. That's what Disco Elysium does

Thank you! Board games are a huge influence. Solo games and videogames have a lot in common, so I used a bit from both "worlds".

I was never good at those visual puzzles, but this was fun.