No - I havent played the turn based version yet. Do you mind posting the link (if thats not considered unfair advertisement).
And thanks!
Oh - I have no idea why this would happen. I didn‘t have another device for playtesting and on mine there weren‘t any bugs i noticed.
There are only two fail conditions: Getting hit (precisely when the hit marker turns to a cross and one ship‘s hitbox collides with that tile) and crashing ships into each other.
If you are sure it‘s none of the two then there has to be a bug i didn't catch - probably related to gui scaling or something along these lines.
I have seen a similar game idea a few times now, but this is by far the cleanest/most polished of them. I really like the sound design as well - really brings the experience together.
I think only weak part is the level design. Its not terrible dont get me wrong just very random and without a clear theme (could just be me). The last level is the only one i would really change as the timer per shot is excruciatingly long and you cant really predict what happens next anyway (as the small targets disappear). Id make the timer shorter and remove the targets along the way.
Another quality of life feature for the earlier levels, where you place targets not lines, would be to have the spawn location exactly on top of another one that is in the process of vanishing (if you place it near it). That way we could get some well needed determinism into the system (also the cannon could be synchronized?).
That is quite the lot of nitpicking - its just that all the good stuff was already mentionend xD
I overall liked it really much - neat concept.
I feel like an idiot that i didnt get what was going on until the third murder... But this way the "reveal" was a nice surprise (i generally try not to read anything of the games and only go to the description when i cant figure out the controls). The collisions can be kinda wonky at times and there were no real puzzles, but I agree with the others that the idea is really great and i think embracing the concept was the right idea. Nice use of directed sound btw - didnt go unnoticed!
I like these kinds of games, even though there were some problems with it (i guess due to time). I do what i do best and list some nitpicks:
Player comfort could be better. The game is hard and you fail a lot - this means i want to head straight back into the action and not have to use the mouse of all things to navigate to the retry option. Either make it auto-retry or use the same key as the launch one. And on that note i would also use the same key for launch and boost as there really is no need to differentiate.
The boosted rocket gets suddenly really slow after a few seconds. That is really weird and messes with the aiming. Maybe make it so it gradually gets slower instead?
And at last a few more level would have been nice (but i get it if the time was to short).
Hope some of that is helps.
I would rate this as the best puzzle game ive seen. The rolling around as a cube in a level and getting to the end was a theme that was quite often done and it really hinges on the quality of the twists or secondary mechanics. I think all your ideas really complemented the core gamedesign and it made for some very difficult but rewarding to solve puzzles. There werent many levels were I would just solve by trial and error but careful planning after a few firstexperimental moves. I especially like the implementation of picking stuff up from the ground and making things more complex that way.
A few nitpicks:
- The retry time is a bit too long for my taste - even though i eventually noticed the "r" button. I would make the restart much quicker in general.
- Some clipping sounds were a bit annoying but that might just be the webport.
- The movement scheme for the cube is not well suited for the more isometric view you chose. I would many times make false inputs because my brain forgot which direction was mapped to which key. A more straight view onto the level would easily solve that problem (it could still be slightly tilted).
Very nice Level/Puzzledesign i really enjoyed it.
Ah the good old cube puzzle format but with clever twists.
The underlying mechanic of picking up sides that control the dices moves is really new and works well. I think though the isometric layout doesnt suit itself to good to the controls. A simple grid may have been better just for easier control of the rolls. Its also quite hard to make out where each side currently stands. Also the level design could be a bit more tight - there were many levels that i just won without really noticing and not making many moves even though the level seemed quite big.
But overall i think the idea is definitely one of the really good ones we had for that kind of game! Just the presentation and layout dragging it a bit down - but overall really nice.
I always think that minigame-collections are incredibly time consuming to build so i am impressed with the way you did it in 48 hours.
I think the presentation score could have profited from a more coherent art style - its a weird mix of pixel art of different scales and vector-like graphics right now. The minigames themselves were pretty simple which is a good idea, but also a bit to easy for my taste - especially the flappy dice.
The design of the board is really inviting - very good job on that.
Oh that game can be very frustrating at times. But its not the fault of any mechanics but just me having to get used to the controls. It kinda replicates the feeling of these early 2000s learn how to type games xD
Now my fully professional analysis:
The stages were well designed and straight forward. The aesthetics were clean but sometimes you couldnt really see on which height a coin was hovering (maybe add a shadow beneath or something). The little details in the levels didnt go unnoticed and were a nice touch. I found the sound to be a bit grading and getting repetetive after a while. The difficulty is perhaps very subjective but it was hard to me (which is not a negative) and i really appreciated the checkpoints. I think to a fully top contender it lacks a cool secondary mechanic or depth in the main one. Sure you could "roll" over a few air tiles at once but thats it - the rest is pretty much the same actions in different settings.
I think it is really good for what it sets out to do. I just wish there was a bit more depth to challenge the player other than just being good with the controls.
But anyway good job - cool idea and pretty much content for just 48 hours!
The shattered glass sound is great. The controls are a bit weird at least to me. I found it easier to just wait for the perfect moment to go in on the die instead of trying to rotate it - but maybe thats the intended way. I like the idea of it being a mental fight - it could even be enhanced with more surreal stuff.
I think this idea is really good - but honestly a bit wasted in the real time context. Imagine having to roll in turns and assigning the dice to the best fitting character. It would become a really cool puzzle game. I dont think its bad at all how it is right now but i personally like puzzles more than quick math and reaction times.
The different classes are well thought out and could probably make for even a fun board game.
The aesthetics are great and the soundtrack too. I think the gameplay would work great, but the camera just makes it unplayable for me after level 2. But I dont want to get to repetetive on that as many other comments pointed the camera issues out already.
The Dice- Table- and Card-Design is superb. The futuristic fonts really give it a really cool vibe.
Oh hey that's a top contender right there! I dont think i can say anything that has not been said already so ill just put emphasis on how good the level design is - its great! In its core there are no complex platformer mechanics so the game lives and dies by its levels. An i think you did an outstanding job on that part.
A tried and tested concept that always produces nice puzzles. The thing i miss a bit here is something to set it apart from the other puzzlers of its kind.
But the level-design was really good and it looks nice too. It indeed gave relaxing vibes. I particularely like the choice to use nature sounds instead of background music.
I have to say that the Balance feels a bit rough at Times. The Laser and Uzi(?) feel very underpowered while the Shotgun and Sniper-Rifle are very strong. You can also shoot through Walls and Hitboxes are clunky. Of course that is expected from a Jam Game - I just wanted to mention that in case you continue working on it.
It's really impressive that you managed to implement seven different Weapons at all. The Gameplay was fun (until it got too hard for me (Level 4)). I like the idea of the randomly rolled Weapons - I even think it could be better if the Dice were rolled while still in the Room - so you would know beforehand which Weapon you would pick up.
Love the Art of course. I really like the Colour-Palette you chose.
I think the Gameplay is the weakest part of the it though. The avoiding of the Bullies is trivial and you generally only have to roll if three of them spawn to block all Rows at once. Maybe keeping the "Up-and-Down"-Movement not bound to fixed rows would help there (more of a Brawler-Type-Option).
But i know that it is really hard to have satisfying Gameplay in only 48 hours. The Look and Mood of the whole Thing is great though and i guess that is what you were going for afterall.
A pretty unique experience. To bad you didn't make it in time for LD. I like the colour indications even though i think they could be more suddle (it goes from completely black to extremely colourful) and the general text-structure for describing the species and places. Reminds me of dwarf fortress.
I think the loop sets in to quick before you can have more intersting adventures - but it would be extremely time consuming to write more activities.
To me the fun of a gamejam is in the lack of preparation. If you know what you gonna do what stops you from doing it now? Being creative about a certain theme is like 75% of the fun of gamejams to me...
But technically i dont think concept art is not allowed - so youre free to go (even though i recommend no prep at all).