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DreamingDice

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TimestampSince previousGameDreamingDice's comment
Apr 22 10:39:03 Keep her alive, please.. ♥ 1 Points with a purpose! I liked the idea of having points with a purpose for once in a game. The idea of having points give you extra energy/jumps is so simple yet brilliant since it makes you WANT to get points. The music and graphics are also very well done. Id say the jump is a little too short, requiering the need for jumping that is too precise. Its a minor gripe but one that can lead to a lot of frustrating deaths. Also, I would not allow the player to jump before the bricks actually go over the spikes. Having the the "click to jump" message right there invites the user to jump, only to be punished. Its an ok decision to teach how death works but spikes seem to only be an issue at the start, as the red blocks are a more pressing and constant concern. Overall, good work, minor complaints are just that, minor. Solid effort!
Apr 26 10:17:44 95h 38m Keep The Spirit Stone Allive ♥ 2 First off, I really liked the direction this game took. I made a similar rts styled game in a previous ludum. So as someone who likes RTS and strategy games in general, this game made me smile since it strayed from the norm. I liked the overall premise of the game and the execution was done. However, polish is something this game really could of benefited from, particularly because of its genera. Little details become huge. For example, the players main game loop involves watching the situation and making a choice, the choice involves what upgrade to pick, how to invest his points. This is a fun game loop in its own right. However, since the player knows nothing about these upgrades, except their costs, his decision making is rendered less important. Should I save up for a bear or am I better served upgrading my boar? The combat not being visually explicative is and should be a minor point, especially considering this is a game jam and the genera. But if the only way I can get more info of my upgrades is observing the results, said issue becomes magnified. It’s a simple fix really; just an onhover message telling us the attack and health of each animal upgrade is enough. There are other minor issues such as Animal sometimes not caring about defending the nature stone and the wizard guy getting stuck, but again, the fact the path finding works as well as it does is a feat in its own right given the time and team size. I want to reiterate that the game loop was wonderfully done and have to congratulate you on being able to transmit that o so nice feeling of “ahhh my little kingdom is prospering!”, and in my view, that makes the game a success. The visual information elements are the only downside. When the tutorial is happening, be sure the player cant move the camera or advance the tutorial without following the guide. Also allowing the player to close the nature tree by clicking on the same nature tree button would be nice. Good work. Some images Animals ignore the enemy: jam.png final stats on a frozen session that didnt advance more final stats.png another sesion where game correctly ended second time.png