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3xl4

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A member registered Jul 18, 2022

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Interesting spin on the clicker-genre. Due to the phisics of dice theres even some sort of tactic one can form, like crashing one die with full force into a group of dice, to roll them all at once, or surrounding your autodie with regular ones so the autodie triggers them.

With more shop options this could be a very addictive little clicker game. Good job!

I really like the pixelart of the player character and the aliens! Unfortunately I always got cut off at the first bottleneck. Since the enemies move just as fast as you your only way to escape them is by sheer luck.
The core concept is good, but as it is, there is not much player expression. If I'm not missing something The best tactic is to walk straight towards the Control Room and pray to RNGeezus.
With some more mechanics though this can become an interesting puzzler.

Thank you so much! We rushed to add more effects in the last minutes. The effect when dropping dice on the board for example was added like 30 minutes before the deadline. I'm glad that work paid of

Unfortunately it doesn't work for me either. Same problems as Jan. C. Borchardt describes

Very cool pixel graphics! I think the yellow die is underpowered because it can actually make your attack worse, while the other dice always benefit you or at least do nothing, so I found myself rarely using yellow.
Also I think it shouldn't let you roll the dice without selecting 3.
Nevertheless I enjoyed your game even though I always died to the serpent.

Cool and creative concept and the presentation is nice especially considering that this is your first try at a 3d game.
I sometimes get damage without an enemy die nearby. I think it only happens when going down ('S').

Very cool conecpt. Being in the die made me feel claustrophobic and disoriented which are good feelings for a horror game to convey.

Maybe the level could use some more landmarks to orient, because I felt like I was walking in circles (or squares I guess) most of the time

As a big fan of Tetris this game is right up my alley.
I feel like there should be another component to spice things up. The way it is now it is relatively easy and doesn't leave much room for tactics or player expression. Combos would also be a nice addition.

The minimalist presentation is well executed and I can imagine this as a casual mobile game. Good work!

Really cool concept! Also compliments to the tutorial that intoduces the different mechanics. My game could use more tutorial as most comments I get are people confused with the mechanics :D

The consecutive yoshi jumps were a bit tricky because you had to switch slots in the air. Maybe automatically switch to the next die in in the inventory and/or add the mousewheel to scroll through the inventory.

I think this idea presents a lot of interesting possibilities

I always had attacks leftover and ran out of jumps. Maybe seperate the two, and limit the number of dicerolls. Sometimes I got stuck on the platforms and the last skeleton on level 8 didn't die when attacked.
I liked the pixelart of the hero and the skeleton.

The premise of replacing RNG with the audience members is interesting. Unfortunately you left the most important decision (wether the hero attacks, heals or does nothing) still up to chance. That way I felt like I was still at the mercy of RNG. I liked the idea of the audience members leaving and the art style was charming.

I like the idea of not having exact control where you place the towers.
After each wave you get two more rolls. Are they just to reposition the towers? The face of the dice doesn't seem to matter at the moment but that is probably one of the things you didn't have time to implement.  I like the core idea but it needs to be fleshed out more.