* Going to update this periodically with gameplay gifs but will wait for more polish before uploading builds.
edit: lol nvm no time but it's sorta done!
Great use of particle effects for those lovely explosions, and a nice UI too. I wish the one tile that's a bit hidden was more visible, but I'm not sure how you could've done that. Also, having the AI move indication (like Enter the Breach?) was a neat effect :)
Fun little arena shooter, I like that the dice are physics objects and how everything has noticable recoil. I think the controls could be a little tighter but it's super well done for 48 hours. Also, it's easy to stand in a corner and hose down enemies with the AR lol. Congrats!
Well implemented strategy game, though I wonder how you could incorporate the dice more than just having it be randomized action point count, but you have a lot of mechanics to balance it so you can't just win with the luck of the roll.
Thank you for the feedback! I panicked a bit when the build didn't work close to the deadline so I did disable the compression, and also made a lot of other modifications including using dev build to maximize my chance it would work. It did build a little faster, for 50% higher storage costs but I will disable in future. Your other points are also good, I will take them into consideration :)
Awesome and simple concept, but surprisingly really fun! I love the satisfying sound effects, the cute music is pretty fitting, and the potential of exponential explosions with chaining 6's is a genius mechanic. Also, that pixel art effect for rolling the die is brilliant, I couldn't figure out a good way to do that in my game but you nailed the tradeoff of complexity and showing the 'roll' effect. Great work! 10/10
Great aesthetic and the rolling movement was executed well! I think it'd be nice to have a button to force the die to stop though, since it's difficult to make the die stop precisely, though maybe that's part of the game?
Thanks! If I make another like this, I will definitely take that into account. I didn't get the core loop down until very late in the jam, so unfortunately I ended up over-automating away what could have been fun gameplay. I appreciate the perspective!
Hey thanks! I think I got a bit carried away making the AI and I overcomplicated some systems to the point where I barely understand them (not to mention balancing) and I appreciate the thoughts. I have uploaded a videotutorial but it is 13 minutes long which perhaps says something similar to your comment.
Lovely sound design and technically the execution is amazing for the jam. Great job! In terms of improvement, I'd like to see a bit more story, if only the ramblings of characters at the bottom, and I found the enemy pathfinding to be a bit odd so perhaps that could use some more work.
Thank you friend! I'm glad you found it calming :) I wanted this game to provide a brief, relaxing respite from the daily routine and comments like yours makes me think it worked! I really appreciate that :)
Thank you! There is in fact an end, though there are a few minor glitches before that. It took me about 10 minutes to complete the game, and yes, I can't type sacrifice either. I left in an alternate command (burn) that does the same thing, but I thought that made little sense in a rainstorm so I left it out of the documentation :))
Thank you for that review - the sacrifice thing sure was a stretch but I really was at a loss with the game loop there :P And thank you for noticing that rain effect breaking - I swapped the axes for the rain's direction vector and that ended up making it go off screen :/
Thank you so much for your thoughts. I'm really glad you found this a calming experience, and it makes me really happy to know that someone found this game enjoyable and relaxing :)
Ps. The OutOfControl function just makes the tiles flash. I was going to have it randomly feed each of the tiles but I didn't have time sadly.
That's a unique concept I don't think I've seen before. I like the idea of crossing a dungeon crawler and idle game, but it's definitely difficult to balance the amount of interactivity to have. I think you could have added a little more control (eg. targets to walk towards, though in a randomly kinked line) Very cool art and dungeon generation!
That's a pretty cool idea :) I enjoyed the puzzles and they seemed well designed! The laser mechanic was very cool and I wonder how you programmed it :P Only the level with a lot of mirrors, some offscreen, seemed a bit random and I wasn't sure how to solve that except by trial and error. Overall great submission!
That's really good advice, and that automatic showing of the next card I had initially but then disabled partially (in a way that's confusing sorry), and I know this isn't much of a game. I left in the negative credits thing on purpose but I think you're right about that being a mistake but honestly I was just a bit lazy to animate the button to show as disabled. Thank you for your feedback! :)