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moth404

9
Posts
A member registered Feb 13, 2022

Recent community posts

Thanks for making this game.

The game is beautiful, very polished, with agile combat and fluid movement. But I feel that the implementation of the theme is very vague.

Excellent physics-based sandbox, a curious approach to the theme.

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Pretty good concept, the way to involve the player by having that binary option between position and elements is great for a Tower Defense. The dice roll is well implemented, I would love a complete game with this idea. 

As someone already said, the best thing would be to make the roll automatic.

As a platformer it is fine, as part of the jamm... 

Incredible visuals with a cool concept, applying randomization to stats instead of world blocks is an interesting twist that still keeps each iteration of the game fresh. 

Good idea, but the fact that you can throw the character even while in the air makes it very easy to skip the whole level.

While it goes all in on the theme, it feels like a rage game with randomized levels. To be honest I have no idea how it could be taken to something bigger or more complex.

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Great artstyle, music and polished gameplay overall, but I have some issues with the dice habilities and level design:


1. The way you get the dice departs from the idea of the RNG by being able to modify the roll percentages, because you can choose which dice to take. There is no incentive to pick up each dice of every level and exploit the possible combos, because there is also an imbalance between the abilities of each dice. For example, the red dice loses its usefulness against the yellow dice, since the latter, besides causing damage, also allows advanced mobility, which made me completely ignore the use of the red dice throughout the game.

2. The level design does not help the use of the dice to be well explored. I will explain it by levels:

Level 1: There was no need to take the red dice, the enemies pose no real threat and the boxes do not function as an obstacle.

Level 2: Same problem as the previous level with the red dice. Mobility allows to easily jump the first use of the green dice, used until the last platform.

Level 3: Apart from the vertical movement, the level layout does not encourage combat or the use of the barrels with the yellow dice.

Level 4: Good use of both dice (blue and yellow), the implementation of the barrels as platforms perhaps interferes with the visual language of the game.

Level 5: The distribution of the barrels make it possible to ignore the blue dice completely. No need to use the yellow dice for combat.

Level 6: The layout of the platforms makes it possible to complete the level with only the yellow dice.

Level 7: It is only necessary to use the blue dice on the first platform, the rest can be skipped with normal mobility.


The idea is interesting and very fun, but, in my opinion, the level design works against it. You have something very solid here.