I'm probably biased by how much time I've spent playing Velgress but I feel like all the enemies in Velgress are basically neutral or borderline friendly. Like especially in stage 3, the lack of platforms really encourages you to bounce on enemies heads, so the "enemies" start feeling like friends. I think this goes for Spelunky too but I think the reason I don't feel the enemies are particularly evil in Velgress is because they follow fairly predictable rules and they often have traits that can be helpful instead of being unilaterally harmful to you.
Turncoda
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Interesting enemy modifications, I like the idea of enemies that latch onto you (though this might feel annoying in practice), and also shooting an enemy to put it in a vulnerable state. Certainly these changes would make for a much more hostile and organic feel than what I feel from Velgress. Interesting choice to also replace the currency with souls. There was no explicit mention of this but I'm assuming any "souls" you don't spend are preserved when you decide to jump back in, and are lost when you die? Or does it work some other way? In any case, I'm excited to see you validate these ideas with a prototype!
Nice work. Your new procgen segments were interesting! I think the enemy visualization was a bit deceiving, like the actual hitbox seemed smaller than the visible circle. One difference in the movement mechanics I really liked was the gentler arc of bouncing off an enemy while not holding jump; more forgiving but also better-feeling than the original Velgress IMO.
Having a lot of fun with this! I play Panel Attack as well, and while there are some pretty big differences I like this game's unique take on the genre, e.g. being able to scroll the screen while a combo is going off, being able to catch a falling block with a block from the row immediately below it, etc.
One thing I noticed that is a bummer is that the game slows down noticeably in Mirror mode*, which puts competitive Mirror players at a slight advantage. I've also considered casually streaming the game using Mirror, but I find the slower game speed a little off-putting. Really hoping that performance can be improved to the point where the game performs exactly the same, with or without Mirror!
*footnote: subpar Mirror performance is actually a widespread problem in the Playdate community
I didn't really know what I was doing but it was fun to figure out the likes and dislikes of each kind of pet. I eventually figured out a way to make money kinda quickly, but it required a lot of mindless clicking, I knew I could get the money I needed if I kept going, it just kinda hurt my hand after a while so I stopped. Loved the cute characters and pleasant music.
I liked the character art. The beginning cutscene explains the characters' motivations well. I didn't realize I had to go left at first; that was unintuitive for me. I didn't enjoy navigating the world in the dark; I wished I could see the whole world so I could plan ahead and keep moving without stopping.
This is a really solidly built platformer. The collision detection and speed control was perfect so I had no problem navigating the world with confidence. It was fun to collect the apples, so even though it was optional I still did it. It was also fun to climb high up because the stakes felt higher, so I appreciated having that excitement towards the end of the game. I also liked that you leaned into the momentum mechanic of the moving platforms. Great job!
The game feels well-balanced, I felt compelled to optimize my moves to save as much time as possible. I enjoyed spending time thinking a few moves ahead. After getting more used to the gameplay I would have liked to know exactly how many turns I would have left, but I understand the tradeoffs that come with information overload. Another ability I would have liked would be to simply pass the turn so the creature would move on its own. I really like the complexity the creature adds to the puzzle, though I wish I had a better understanding of how it decides to turn. The 5th round of the 4th day is a cool twist, my jaw dropped when I made my first move lol. That's where I gave up though.
I found the controls hard to learn at first, and I would often rotate something the opposite way from what I intended. An undo button, a more explicit "toolbox"-style UI, or more indications in the UI might have helped with this.
I enjoyed the music. It was at once chill but also moody and dark and it complemented the cerebral gameplay. The writing was lovely and evocative.
I think I found a bug, by the way. I completed a puzzle by rotating the creature around using the alembic, but it didn't trigger the victory condition.
Great work! I'd love to see further exploration of the core gameplay!
(mild spoiler warning)
A beautiful puzzle within a world that's more than meets the eye. I got stuck a few times, but the next step was always in view and that enticed me to keep trying, to keep asking, "what if I try this?" Many discoveries were literally groundbreaking; they completely shifted my mental model of the world. Theorems -- mental shortcuts -- I had previously established about the world, now had to be thrown out the window and re-evaluated. This was not frustrating; it was liberating, if that makes sense. I really enjoyed those moments. I wish I could erase my memory of the game so that I can experience uncovering the world once more.
In the beginning the platforming was frustrating because I often knew what I wanted to accomplish, but I frequently fumbled the jumps, which either slowed me down (which adds up when I'm repeating the same section many times while I'm testing strategies; perhaps a fair punishment for my lazy unwillingness to visualize the steps in my mind) or I end up in the wrong section of the world and I can't go back without restarting. I eventually mastered the platforming, but only after stepping away for a day. I realize that the platforming is an homage to Atlantis no Nazo, though, so I understand it was intentional and I respect that decision.
I'm reminded of Spelunky. In that game there is also a secret path that occupies the same space as the main path, but is "unlocked" by a combination of knowledge and items. In both games, I appreciate how the worlds fold back onto themselves, each layer separated not physically but temporally. Hidden in plain sight, as it were. You could say that all Metroidvanias have this quality I suppose, but I think there's more to say about the flavor of this particular game, so let me make an additional distinction. There are "hard" obstacles, the kind that require a specific item to reach a specific area, but it's pretty obvious what needs to happen (like, say, a keyhole). There are obstacles of obscurity, which require only knowledge (like, say, a secret door, or see interactive fiction 9:05). Then there are "hybrid" obstacles, requiring a non-obvious usage or combination of items, and thereby some global knowledge about the world. This game has a lot of that, and on top of that I think it's fair. Like it would be really easy to devise a sequence that no one could reasonably figure out on their own (I think Spelunky is like that), but you made discoverability feasible, somehow!
I could go on but anyway that's a lot of words to say you made an awesome game that made me think, and then made me think about my think. Thank you for making it.
Very well made game. It's fun when the solution falls into my lap, which happened often in the early levels since my choices were limited, but finding that solution comes down to a lucky guess (a roll of the dice if you will) when the possibility space branches just a couple of times. The gameplay is essentially trial and error because it's not feasible to plan more than 1 step ahead. I don't feel like I have the ability to find the solution through thinking alone.
The sound effects add a nice emphasis to the steps. Makes me wonder if there are more "mnemonic" melodies or rhythms that can be associated with each number. Not explicitly suggesting this but an anecdote that comes to mind is the idea of rhythmic solfege, which associates different sequences of syllables with different rhythms (say "ta-ki-ta" for triplets or "ta-ka-di-mi" for a group of 4 notes, etc.) A melodic approach might be:
- root
- root-fifth
- root-third-fifth
- root-third-fifth-octave, etc.
Or maybe there is a pre-programmed song in the steps and the player essentially controls the pacing of it through the act of walking to the goal, which would add some tension and release to the gameplay, increasing the satisfaction of reaching the goal. Anyway, neat submission.
I like the idea that difference die faces have different physical properties, and that you can use those to solve puzzles. But if it's really just a tool for solving the puzzle, then I don't see why it has to be random and in fact it is frustrating to get the wrong die face when there is only one outcome I'm looking for which will work for what I'm trying to do. Issues of controls aside, on the whole I like the puzzles and world you put together and it was fun to figure out how to solve them and I appreciated the snappy sound design and moody ambience.
Cool puzzles! I think the last level would have felt a bit more within reach if there was an earlier establishment of the crucial behavior. That being said, I was still able to understand what the level design what gesturing toward, so I was able to sort of infer how it would play out. Also, you nailed the music for this particular style of game. Nice work.
As others have said already, it's hard to plan ahead because it is just hard to mentally visualize 3D rotations of a cube especially when you combine rotations on different axes. The visualizations you added post-jam help a bit but ideally the player should be able to plan several moves ahead, or you just can't expect players to have any sense of self-direction or volition as they're solving any given puzzle.
Many commenters also asked for a grid; to clarify, I think the underlying problem is that the tile art is visually confusing.
My first read of this is that it was 6 tiles wide, so I was surprised to find that it's actually 4. The 3/4 perspective is not helping with legibility either, because at least in my head I start to expect that the squares should be wider than they are tall, due to the perspective skew, which further messes with my ability to accurately measure grid squares. For a puzzle game like this readability is way more important than nice art. For example this is way more readable:
I'm curious if you explored the simpler premise of navigating the dice from point A to point B with the same rules but just in an open area, without the added limitations of bottomless pits? Was that too easy? Too open-ended?
I'm also curious if you explored using smaller numbers? 6 is a little too many squares to reasonably expect anyone to be able to eyeball, but 1 or 2 is fine. Can you still make interesting puzzles with say, just 1, 2 and 3? Have you explored using different rules for how the values change as you move? Maybe the value just increase by 1 every move, wrapping around after it reaches the maximum.
This game is essentially rock paper scissors because if you could know your opponent's actions in advance you'd be able to counter them perfectly and win (assuming you have equal dice rolls, and here you definitely don't, so it's even less fair than rock paper scissors). So I can see why you decided to hide them, but this unfortunately makes the game feel like it's mostly being driven by "output randomness" (a la Mark's video on the subject).
I can see this game being more fun in its intended setting of a tabletop, played against another real person, because you could start playing mind games (e.g. "what would my opponent do in this situation") just like you could do with rock paper scissors. I wouldn't play rock paper scissors against a computer though.
There's something nice and simple about this format of fighting on a 1-dimensional axis, and I'll bet you were planning to introduce different weapon types that have different spatial advantages, but I feel like you can explore introducing more "input randomness" so that there can be more player agency and expression. Or maybe randomness is just altogether not right for what you're trying to achieve. Subset Games struggled with the same problem when they were designing Into the Breach, maybe you could look there for inspiration, but of course there are many ways to go about this.
This was just the right amount of challenging. Good job curating an interesting subset of similar but distinct and relatively simple images. I would love to read more about your process of selecting inputs to feed into DALL-E. Playing this game has led me to wonder how sharp my mind's eye really is, as well as reflect upon the innate hallucinogenic properties of my brain. I feel like my horizons have been broadened as a result of playing this game. Thank you for making it.
These puzzles really made me slow down and think, in a good way. They're very tight; I usually find 1 or 2 key insights for a puzzle and when I find those it feels like a lightbulb turns on and the level cracks open. For example I realized that if a dice can't traverse a numbered space, it will never be able to traverse it no matter what fiddling I do beforehand, because all loops on a grid are of even length (unless it gets pushed by another dice :0; a brilliant solution to open up the possibility space further). That being said, I didn't end up pushing one dice with the other in order to solve levels 1-3 (but maybe we'll see that being necessary in levels 4-6 :0). Really looking forward to the final levels.
Hard to figure out the right sequence of moves. I gave up on the second level. The move limit feels very punishing though I get that you probably wanted to make the player slow down and think.
By the way, I couldn't get the game to install through the itch.io desktop client.
I played another jam submission similar to yours, maybe you'll want to play it: https://itch.io/jam/gmtk-jam-2022/rate/1622407
Beat all levels. "Retried a level 13 times"
I like that you modified the behavior of dice to be easier to reason about. One thing I have learned playing other submissions is that I have trouble predicting the result of rotating a real dice but a move counter is much easier to reason about and more conducive to this format.
I have mixed feelings about the "conveyor" tile. It feels a little too OP, like once I get the dice to the conveyor I've essentially won because I can make the dice value whatever I want, which sort of feels like it breaks the game a bit.
Normally I would advocate for infinite undo for all thinky puzzle games like this but I actually felt that one undo was perfect for this game because it made me slow down and plan out the solution rather than just trying things without thinking.
Cool puzzle concept. Brilliant usage of the paper-stamp analogy to explain the mechanic effectively. The progression of puzzle difficulty was very well calibrated. I personally don't have a strong intuition for the spatial properties of a dice, so in practice I ended up just rolling around in a 2x2 circle aimlessly until I got the face I wanted in the position I wanted. The kind of spatial intuition I'm talking about reminds me of Rubik's cubes. Since I don't have that intuition, the faces of the die could be in any arrangement and I wouldn't be able to tell the difference. Due to this lack of intuition I was not able to plan ahead, so I wasn't thinking much at all, but that didn't stop me from eventually stumbling into a solution. I was never forced to think carefully about what I was doing and how it would help me solve the puzzle. It's clear that you spent a great deal of time internalizing the theory of cube rotations in order to design these puzzles, but players of your game probably won't reach close to the understanding you have as the designer.
Striking resemblance to Dicey Dungeons. Winning felt inevitable, but the randomness of enemy rolls and luck of the draw, well, made the process feel drawn-out. I wish I didn't have to do the extra click to confirm my action and I didn't enjoy having to wait for the button to become clickable. Dicey Dungeons just carries out the action immediately on dropping the dice, which I prefer. Cool graphics and nice layout. Just a few sound effects would have gone a long way, I feel.