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World Squid

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A member registered Sep 28, 2020 · View creator page →

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quick comment on a bug I found on release version.

Rogue died to spiker when rolling their cantrip attack.  Now their die is still on the ground when the level up screen is showing, and the die is on top.  Not stopping me from pressing anything, so just a graphical thing.

Hey thanks!  Yeah there are a few other bugs too, when you get too far into the game certain things just don't work right, and I (at minimum!) should change the order of the past reports, so you always see the 2-3 most recent ones!  But I agree, you should be able to see them all!  I was SUPER crunched for time, so those had to go by the wayside, but I agree!  Having a full history of what happened in each region is pivotal, so that bug is pretty serious for gameplay

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Ahhh, OK.  Controller makes sense!  And I see the new post with keyboard controls so I'll read that then give it another try soon!

Hey thanks for the suggestions!  I will check those out and see if that fixes the problem.  Would be super helpful because other hosted games of mine have similar issues.

Also had trouble getting the game to work.  It runs but I get softlocked with the computer and can't interact with some other stuff.  Really like the atmosphere you built, and moving with left click worked pretty well with how the game plays.

what is the problem you're getting?  I get the game to run fine on my browser by just loading this webpage.

Same issue with not being able to run the game. 

"Failed loading file 'Z.P.Z.pck"

looks really nice from the screenshots, though!  I dig the glow effects.

Banging soundtrack!  Played until the music looped.  Top notch!  Like the look and sounds of the game. Straightforward and pretty fun.  Liked it a lot when your shots would line up with the music.

Interesting idea!  Occasionally had times where I'd get stuck against a wall and no buttons would work, but when the character moved it worked well.  Couldn't make it past the 4th area.  I like the idea of sitting behind a panel pressing buttons to communicate

Like the idea, an interesting take on the theme!  Always fun when a game has you launch stuff!

Nice game!  Simple and plays very well.  Really like the art and music.

Interesting idea.  Good execution!

OK so I hopped in a game by myself just to check things out, can you explain the iconography a little bit?  I'm guessing the symbols in the beginning are what you can communicate to your coop player, but I wasn't able to figure out how to use them.  Also, the icon in your second screenshot (something -> box) - I also don't know what that means.  Care to help nudge me in the right direction? 

 I really like the concept and aesthetic!

I also like the idea of the game, but found acceleration really, really, REALLY tricky to control.  It was also tough for me to figure out what was going on quickly, but I got the hang of it.  I also had issues where the reset screen will not reset. (using a mouse) - and LMB does successfully zoom out. 


For a one day submission this is pretty dang good!  Solid starting foundataion.

I forgot to mention that I also really like the cool abilities you added to enemies that  trigger on taking certain damage totals.  They all feel very unique and the new enemies feel very interesting!

Hey, I tried the update, and I can say I really, really like everything you've changed!

Aesthetically I really like the "map" feel, with the large skulls representing boss fights, the scrolling from area to area, etc.

I really like how the healer class now contributes a spell, I think it makes choosing characters much more difficult, which I like! (Although I didn't see if you modified the Adept, so I'm not sure if I would just take that class regardless of the spell that comes with it.)

All the new abilities and reworks of characters you did were very cool, and I never felt like anything was particularly weak.

I also like how a handful of combats now feature A LOT more enemies, so AoE is just intrinsically buffed from that.

All your new items are cool, I like every one I've seen so far, and there has been no confusion on what any of the new ones do (although that might just be because I played the last version 50+ times....) -and I really like the gamble for a random item.

One thing I used to be able to do, but cannot now, is swipe a selected die off of a character (before being done rolling, of course.)  I checked the old version and realized that it wasn't swiping that was deselecting, but rather any mouse down event instantly deselected.  Now, if you swipe up on the battlefield, you will no longer deselect the dice.  Your mouse cursor has to stay on top of the character.  I actually like the idea of left click selecting and deselecting more than swiping, just an observation.

Also, your .exe is called DiceDungeon still.

Oh, and I just started a run on Tough, and saw curses, and that is just awesome.

Really digging this update, and still can't wait for the final release!

I'm going to play the role of "that tester" that is very frustrating and tell you about a couple of bugs I couldn't duplicate.  Just in case it helps track down anything (who knows, maybe they're fixed already)

1. I had a run where the warlock's ability changed from deal 4 damage, if kill deal 1 to everyone else, to - deal 4 damage, if it kills deal 5 damage to all other enemies.  I don't know what caused this but it was pretty busted.  Maybe it had something to do with the items I had equipped?

2. I had an issue where I was given a second anchor, and somehow in equipping it and moving things around, it disappeared.  I counted how many items my party had and I was one short.  I closed the app and reopened to redo the fight to verify I didn't count artifacts incorrectly.  


Also just a couple of notes after playing the game a bunch more and beating a handful of runs on hard: AoE feels very weak, I rarely take any that aren't spell based.  I think their uncommon nature is good enough for balancing having strong effects.  I feel the thief's upgrades are definitely the weakest overall, although I love the gambler and ludus.  Items that replace the left hand side feel like they should be waaaaaaaaay stronger than what they are, and items that give you a free "right side" seem like they should probably be weaker, as they're covering the chance of losing that persons turn entirely.  Items early on that replace sides of a die are nearly unusable as you level, maybe that's intended.  Also, the ability that lets you take another action if you save someone from dying are insanely powerful.  It might take some tricky order of operations, but when your Adept (I think is the class) can heal 12 nearly every round, it's insanely strong.  So, I feel it's too strong, but I also love the mechanic, so I don't know what to change if anything.  Also, if the dragon kills your whole party, but poison damage kills the dragon after, it counts as a win?  I'm not sure if other fights operate the same way.  Also, that 10 skeleton fight is BRUTAL. 

All things in the above paragraph are just opinions.  Feel free to take or leave any of them =)


Anyways, still really enjoying the game.  You've made something pretty awesome!

I appreciate the feedback as well!  I know I have a ton of work left, and most of what I have is still pretty unrefined.  I know that the tutorial text is pretty much something anyone will skip, it's just there as a cheap substitute for the real thing =).   I did notice the difficulty of selecting cards and sometimes enemies, I'll keep in mind what you said about it not selecting on drag, never noticed that.  And I agree, I think knowing where you can click a card/item when it's selected is a good idea!  Thanks for playing

Really loved the game.  Would like to definitely echo what other people have said with really liking the planning and decision making you have to do for a run.  I felt the leveling up process to be really neat and choosing items to be quite a fun process.  Enemies and combats started slow, but really ramped up with what they did, and I liked the difficulty curve a lot.

 In regards to feedback, I struggled a bit understanding when an item I could pick could only be equipped on certain heroes (before choosing them, of course.)  Also, I had no idea what the one "if this saves an ally, go again" really did.  I think it didn't explain on hover text, and didn't specify that it allows use of the exact same action again.

I also found myself clicking on the die themselves instead of the hero's portrait to view their die... a lot.  It took me awhile to figure out where to go to view the die while in combat.

I also didn't really know about the ? menu at the top, and reading through that is probably something that should also be accessible from the title screen (it might, I didn't notice it.)  It helps clear things up a lot, but I can also see how having it while the game is being shown is probably necessary for understanding.

I really liked the +X number when your hero is taking fatal damage.  It helps a lot.  I found I REALLY liked the "special hearts" enemies have that have a special trigger occur on them taking that damage.   I feel that makes fights incredibly unique.  I also didn't really know what "retreat to the back" meant, I assumed from the wording it would cancel their ability (although I don't feel it should now that I've played the game through) - so explicitly stating that they just move to the back might be helpful.

Finally the last thing is that I felt each hero's archetype was really unique and well defined.  I would almost like to see this taken further and minimizing the amount of overlap of abilities, but so far I think it's done quite well.

Great game!  I look forward to the paid version and all the extra content that comes with it!