like the other people have said, the art is top-notch and extremely cute. Gameplay reminds me of Pop The Lock the arcade game and is rather enjoyable. nice job
BlueDingo
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Glad you liked the game loop!
Yeah, my idea for the demon eyes were that they were suppose to just not move and you would extreminate them like most bugs where you remove them before they can react, but in hindsight it would make more sense if they were scatter when you got close or attempted to push you or something like that
Yeah, sorry about the weird graphics glitch. I still have no idea what's causing it and anything I do just doesn't stop it for some reason.
For the platforms, I was considering adding a timer for it so you couldn't spam it, but it just made the game much slower and limiting the amount of platforms per room would add more puzzle aspects to it, but I just didn't have the time to try and balence that stuff out.
Hope you enjoyed it, and glad you found the secret (although I accidently deleted the roofs off all the rooms trying to fix the graphics bug so it was suppose to be slightly harder to find)
Ngl I had the exact opposite expereince compared to IndieBen, I understood how to open the safe after clicking on all the things on it, but I had a lot of trouble dealing the the guy it felt like he kept waking up when I wasn't close enough to a closet before he saw me. The only way I got past him was by cheesing his AI, it seems if you agro him once and manage to hide from him, then he won't ever agro again.
Nice game, simple, clean, and fun. Although it would be nice to be able to skip the intro cutscene or be able to restart after you get caught rather than reloading the webpage
the game definitely wasn't suppose to end at wave 4, my guess is that the dice the girl rolled fell off of the play area and started to fall onto the safety nets below which should have caused the game to still continue, but the dice were probably thrown too far away that it even missed the safety nets and instead softlocked the game. (also the reason why the only kind of enemy was so bland, it took too long to try and save the scuffed dice throw)
nice puzzle game, the movements are quick enough to not feel sluggish while still making it feel like a die rolling with the puzzles feeling just right where I feel satisfied with getting to the end without feeling like it was too clear what to do or too messy to figure it out.
My only suggestion would be on the UI, or more their placements. Like why are the pause button, level text, and amount of rolls left in different corners rather than being spread over the top of the screen.
Fun base design for the game, the controls did feel really slippery, but I feel you could make the slippery work if the levels were designed around horizontal movement and not as much precision platforming (but it makes sense you had to since the levels were all one-screen). Also coyote time for the jumps would be nice (i feel like that's one of the reasons you added the double jump) since there's a lot of times when jumping it feels like the game just ate your input.
The dice system did feel a little tacked on, maybe if there was a set amount of points you were striving to get to or instead make the dice rolls about adding/removing the remaining time to the player while giving the player 3 rerolls each round instead of total.
Cool design for the game, the pixelated dice rolling looks awesome as hell with the turret designs looking on point for their respective number.
Not sure if its only messed up on my end, but:
1) there's no dash mechanic like it says in the description
2) the game starts in the actual game and not the main menu
3) pausing the game and trying to go to the main menu instead gives you the game over screen instead
4) whenever you die the game doesn't replay unless you pause then unpause the game (guessing this is because you set the Time.scaled time to 0 when the player dies and never changed it back to 1 other than when you unpause because you thought reloading the scene would have reset the scaled time like I thought in my game)
the artwork is nice and the collection counter is a neat touch. If you could spam click the die and see a bunch of the different artwork it woulda been cool, but the delay from the animation of the die rocking back and forth having to go to completion instead of being cut out when the player clicks on it makes the game feel kinda slugish when opening the die
Neat game with solid controls. But I feel making the platforms completely invisible makes the game feel less rewarding when completing. Maybe you could have the platforms start to become visible when the player runs over them or telegraph through spikes and colors on where the player is supposed to go. But still, nice game!
Yeah, I wasn't able to work on this for a long time due to irl stuff, so I wasn't able to fit it with my original idea for the theme. It was going to be that Christmas isn't real to the player because they don't celebrate it, so they try to destroy everything Christmas related to make it not real for everyone else, but I ended up not having enough time to make other Christmas related objects so now its the theme is barely there.
This game's visuals look fantastic, the camera movements are amazing, the only thing I would change is how the player jumps, making it be M2 instead of M1 and being able to do it while holding down M1 since I keep accidently start a dash instead of a jump which would always cause me to slam into a wall.