sick game kultisti! I was drawn in initially by the great level design, afterwards in particular stood out as the moment the mechanics were really able to show off their potential. the cool little mushroom thing was just the cherry on top of a great experience! great work as always!
SquishyTurtleGames
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uh hi there, not really sure how you ended up here but this was for an old post-gmtk jam . The latest update with all the same content and more can be found here https://squishyturtlegames.itch.io/mini-map
hey thanks for the play! I totally agree that the “rolling” to switch the number is annoying, which is a bit frustrating cause dice actually are really important to the idea. Originally I was planning for the ability to switch between a d4 and d6 mid level and some unique dice faces but ran out of time. Hopefully if I continue the game these things will come back! :D
This is a great entry. it has great presentation and clear rules. Those are two of the most important parts of a good puzzle game. My biggest feedback is with the puzzle design, specifically how they are presented. The designers job in a puzzle is to present an obstacle and hide a way to overcome it in the level. The player's job is to find solution and use it to overcome the obstacle. The problem here is that in most of the levels, the solution is plain sight. The reason for this is the level geometry and layout.
Aside from the last level, every level makes the catch quite clear because there are tiles where there doesn't need to be tiles. For example, in level 3, the tile placed in the inside corner stands out considerably, because it doesn't need to be there. Once you notice this it's easy to guess the correct path on your first try. I was able to guess my way through most of the levels for this reason. To be clear, the puzzles aren't bad, they're all very good, they're just presented poorly as to make them easy to guess
This can be a difficult problem to solve without making the game frustrating. One option is to add red herrings, to make it less easy to spot things that are out of place (But be careful red herrings can become annoying)
I hope this review doesn't come off as harsh I really enjoyed the game (specifically the last level it was great!!) I just wanted to give you my two cents on the puzzle design. I hope this is helpful advice! Best of luck :D
You've done extremely well for a first jam! you have a complete game with enemies, combat, and an end goal which is amazing! All the feedback I have is tweeking stats and stuff. The player is a little too quick, the camera is too zoomed in, and it's crazy hard but all that's ok. You don't have time to make everything perfect. Be proud of what you have and do more jams! Good luck on future games!
Love the idea and the gameplay is introduced and presented well. huge props for the tutorial it's short and to the point and tells me everything I need to know. I would've liked to see more gameplay because after using the dice you're job is done and you just watch. There doesn't seem to be any room for strategy or active gameplay. A good example of this would be the ability to move dice around mid-wave to defeat enemies
As for visuals they look great! they are clear and communicate everything they need to. The only feedback I have is that the art lacks a unique identity. I'd like to see a little more then just fanstasy tower defense (but that's a small nitpick)
You should be very proud of what you've made. I hope continue designing, developing, creating! :D
Good job submitting something in 48 hours! that's a feat all on it's own. unfortunately this game seems to lack some of the core things that make a game. Here's a few things to make sure you have:
- a clear goal
- an adversary / obstacle
- a way of overcoming the obstacle to achieve the goal
goals can be as simple as a win flag, a score, or even just surviving
Best of luck on you next project I hope you keep designing and creating! :D
Great game y'all! It took me a bit to understand the core mechanic but once I did I had a blast. Y'all did a great job giving your game an identity with the style and enemies. There was a ton of content and that helped make me want to replay when I died. Some feedback is to be careful with how you signal to the player positive and negative things. I saw the cherries and assumed they were good so I tried to pick them up. It's not a huge problem but something to think about. The other thing is just player feedback is super important in top down shooters specifically. taking damage and low ammo are the two main ones I can think of. Other than those minor things you've made a great cohesive experience that I had a blast playing! good work!
I think the main issue here is presentation. You can make an amazing game with cool mechanics, but if no one knows how to play then no one can enjoy it. The game seems to be functioning and I can do stuff, but without knowing what to do I can't make any progress. My feedback is just to work on introducing your game to the player. Best of luck!
Great idea and execution! This all works together so cohesively and feels great to play. My main problem is that it feels like it should be a lot faster paced. Maybe it's just me but everything feels a little slow. Not necessarily a bad thing but I feel like this should have faster paced gameplay. Other than that I have no complaints. Everything works together wonderfully!
Thanks to everyone who has played my game! I agree with the criticism that roll is annoying and tedious (it certainly is). However, I think a lot of people aren't understanding what the central mechanic is supposed to be. The central mechanic is *not* that you roll to determine your next move, it's that you use the faces of the dice as a movement resource that can be used up. summed up in one sentences: the faces of the dice are a movement resource, used to roll your character around. The dice rolling was simply a visual way of switching between them, not intended to be the main mechanic. Thanks for understanding! :D
just amazing what y'all can do in 48 hours. The gameplay had me hooked for a good while and I was already getting better at it by the end! somehow you nailed the difficulty which is one of the hardest things to do. My only complaint is a somewhat unintuitive UI that makes it hard to see your roll and health while playing. Great work!!