Music and art are great! But I didn't really understand the game. I thought I finally figured it out, but then it wouldn't let me make certain moves and I didn't understand why. Probably just a skill issue on my part though.
MooCow Games
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Really good! I'm gonna go against some of the other comments and say I'm glad death is so forgiving, because it would be annoying to start all the way over because you lost one coin flip. Maybe in an expanded version where each round goes multiple hands like Buckshot Roulette that'd work, but I think being able to try again right away was the right call for a game jam.
Neat idea to choose from 3 debuffs instead of the typical choosing 3 upgrades. I like the variety of bird enemies and how they all have unique attack patterns. I've been playing a bunch of Splatoon Raiders, and this gave me a similar vibe where I'm given an assortment of enemies and I have to choose which ones to prioritize first.
I think the movement and shooting could've used a bit more juice. And the perspective made aiming feel weird at first, though I got used to it. Since it wasn't required to kill all enemies and there didn't seem to be any reward for doing so, I eventually found it pretty easy to cheese the game by just killing a handful of enemies and then hiding in a corner until the round was over.
Overall, pretty neat.
Seems pretty cool, I think you did a great job at translating the look and feel to PS1 style graphics. But it's really hard for me to play because movement inputs seem weirdly unresponsive. Sometimes I'll press a direction and it'll take more than a full second for Isaac to decide he feels like walking. Not sure if this is just a bug on my end.
Pretty fun! Strategically choosing dice to go for specific goals instead of just trying to get the highest number is pretty cool.
Mostly I just have nitpicks, but those nitpicks were enough to hurt my enjoyment. Text is so slow, and having a new conversation in nearly every room made me just start skipping through it pretty early on. Repeated text (especially the "go find more dice if this is too hard!" when resetting your roll) kinda tested my patience. And the close map button not being in the same place as the open map button irritated me every time I looked at the map.
But I played through to the end despite these nitpicks, which is more than I can say for a lot of other games, so clearly it didn't ruin the experience.
Cool idea, rolling the die to decide which spaces are safe. I think controls could be more responsive, and one hit kills are frustrating. I also wonder if there could be some risk/reward element to grabbing dice, instead of them just outright being a negative thing that makes the game harder. Also the pink background on the page fried my retinas.
It took a few turns to figure out what was going on, but once I got it, it was pretty cool. I like the concept of rolling hit points and then deciding which of your units gets what, and also choosing between element or health dice at the end of each turn.
But I do think the battle phase could be a bit more interesting. As it, it's more or less just hoping you roll the winning element and putting it in the appropriate place. And if you get the right roll, there's not really anything the CPU can do about it.
If you were to do more with this, I wonder if having the players take turns placing dice could make the battles more interesting.
I tried to play it like golf at first, but once I figured out you could roll again before landing, I had fun building up speed and zooming through the level. I wish the level design was built around that more, because the cramped mazes with death traps, blind drops, and dead ends that wasted dice rolls weren't nearly as fun. I feel like this could be a really good speedrun game with the right levels and a more zoomed out camera.
If my opinion matters at all, I'd forego the menu altogether. Instead of the buttons being Open Menu and Attack, I'd have 3 buttons: Attack, Equip Next Die (cycle through them), and Reroll Current Die.
Opening a chest automatically fills up as many dice as you can hold. Because why would you not want to take a die? And your dice are just permanently on the HUD, like in the corner of the screen.
And if you want to get rid of a die, you just press Attack and you'll uselessly throw it away, like throwing away a weapon in Breath of the Wild.
But that's just what I'd do! I don't want to tell you how to make your game.
Fun little puzzle game! I like how quickly you communicate the core mechanic without even explicitly saying anything. Just two intuitive buttons in, I was like, "Ah, okay, I see what this game is."
I also like how you threw in the twist with the stoppers after a few puzzles. Though, I did feel the stoppers were a lot more forgiving than having bottomless pits if you make a mistake, so I wonder if maybe they should've come first.
My main issue is that not being able to see every side of the die led to a bit of trial and error at points.










