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ANeonAfroMan

8
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4
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A member registered Jun 13, 2021

Recent community posts

This was really good, and it seems like someone has played nuclear throne.

Can't Wait for the post-jam version, to see what you do with this game. So many synergies and possibilities are possible with the dice upgrades, so I'll be trying it out once it comes out.

I cannot wait for a post jam version of this, as there are so many things that can be done with this!

This is a fantastic game to have been created in just 48 hours! The whole premise of controlling multiple dice to use their various powers was really fun, and I look forward to seeing what this holds in the post-jam version.

Here are my thoughts on what was good and can be improved:

-Controlling the horde of dice was really hectic and fun, but having a better way to select which die you want to pick up could be useful. 

-The enemies don't really have much variety other than health, making more enemies that require you to switch up your strategy could be fun, and add to the hecticness of controlling many dice.

-The death wizards only really being able to viably be killed by sixes isn't really great. Allowing multiple strategies to succeed against them, while not all, could be better. Having some kind of indicator that this is what you need to do, or should do, could also be helpful to someone stuck on them. (In my first run I just thought these were like the reaper in Vampire Survivors, unkillable and just there as an end to the game)

-Switching what side a dice is on can be tedious, although the slow-mo help mitigate this somewhat

-Figuring out what level your die is is not too easy, as you have to wait and see where the slider ends up. Maybe their shirts have pips on them to display what level they are.

-The Cooldown on three's ability, four taunting enemies and five buffing allies should all have visual indicators that something is happening.

-The upgrade zone in the center felt like it was redundant, as you're forced into playing in the center regardless of whether it is there or not. Maybe making more zones around the map to expand the strategy, or while one's gain xp in the zone, other numbers are weakened while in it.

Once again, this was a really good game and I  hope my thoughts can help you make this game better. I'll be playing the post-jam version once it comes out!

This could have been good, but the upgrades don't really work properly (at least they didn't feel like they worked properly), so you just win with no real sense of progression when you get a ghost. This definitely has potential, and I will be anticipating the post-jam version once it comes out.

Seems like it could be a cool concept, so I'll definitely try out the post-jam version once that comes out. While everyone is pointing out the obvious crash, I'll point out that the tutorial says 'press space to move' instead of 'press space to shoot'. 

This is fantastic! Incredible that this was made in 48 hours, I loved playing this. A few notes from what I played:

-Mostly free of bugs, however once starting put me in an entirely dark green room and could not exit, and one room the exit didn't show up.

-rolling a new gun can give you the same gun you already have, which isn't great.

-The number you get at the end of a run isn't clear what it means.

-The number shown on the dice projectile does not indicate how much damage you will deal, which is mildly disappointing, although expected from the time constraint.

These are the thing I noticed while playing, and I hope you can use this to better improve your game. 

S can be made by mirroring a Z, then rounding it.

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This is a perfect entry. The game feels satisfying to play, the art is beautiful, and the music is perfect. The tether mechanic is easy to use for new players, but can be used to skip parts for second playthroughs. Amazing speed running potential and for challenge runs (like minimum splits). An incredible amount of volume for a jam game, and lots of potential for post-jam improvements. Can't wait to see what you do with this. (btw my lowest splits run was 40) (Edit: I've gotten it down to 33, don't think that lower is possible)