@Vimlark What palette did you use for the dice hand asset? I really like the simple style that kinda makes me feel like pressing on every button I come across until the day I die.
Your videos are VERY entertaining and I am shocked that your sub count is at 88k.Any week now I believe that your going to blow up once more people discover your content
The Vimhead army will always support your decisions to stay healthy and happy, even if it means some videos have to get pushed back or put on the backburner. This game was super fun btw, definitely one of my favorites from this jam. Take care of yourself
I feel like I've seen something like this before, but I think it's that you have used a lot of mechanics from different games and combined them into something different. That gives the feeling of familiarity while also being unique. I like it.
If you want to hold dices between turns, just make another array were you store the dices and then every time that you load another set of dices just make sure that you are taking that array as a priority. Obviously the array size can't be greater than the quantity of dices that you can hold in your hand (unless you want to implement it in another way of course).
This was a great entry to the jam! I really like the art you made and it's super interesting to hear about the wall bug that turned enemies into ghosts.
Honestly, having a spider type enemy along with the ghost type enemy would be cool. Cause some enemies that can go through walls and others that don't makes more depth for the game. For the teleport dice could be four and up? For good distance and what naught. You could also add an additional item that you can pick up that let's you reroll one die you rolled. You could also add some more dice types, like a 'freeze die', which would let you freeze any enemies that get in the path. Those enemies then act as walls for a turn or two. It'd not be too useful, but could help to make a wall in a pinch, assuming your roll lines up.
I think a good idea to fix the dice roll thing is to set a certain series of numbers the dice can do. Rough example: Move dice: move 1-6 spaces Attack dice: move 2-4 spaces Teleport dice move 3-6 spaces Obviously the dice rolls are theoretical but hopefully you get what I mean.
This shit is cool. I can imagine spell dice that leave you stationary and can do line damage, a die that lets you move diagonally (maybe only 4 max?), a rare die that lets you move an enemy, maybe one that gives you coins. Also, maybe having a d4, a d8, d12 etc for different dice that aren’t just move or attack die. Very cool game design
for the dice rolls, you could do something like ‘Super Auto Pets’: You can reroll everything (end turn) or you can choose to freeze unused dice, allowing you to reroll only a portion of them. Also, for the teleport dice: just remove the 1 option and no one will notice.
I was waiting for this video! This GMTK was my first gamejam ever, and I entered mostly because of your videos! Your game was very nice to play, as usual 😉
Just found about the game through this video, I must say it was very fun! (A little too easy for me though, playing the game once I didn’t die a single time)
Reminds me of Die in the Dungeon. Another Dice Deck Building Rogue Like (not part of that jam I think), but it has cool mechanics for upgrading dice so that they can become heavy or light, or icy I think... or just roll higher numbers.
If you wanted to keep going with the project, I feel like it'd work better to have attacks keep the player in the same position to stop the movement dice being redundant, rather than adding the option to remove the dice entirely. Since the enemies are ghosts, perhaps the player could be carrying a flashlight and the attack dice are "batteries" - more charge means further range and more damage to closer enemies.
I just recently discovered your channel and your story and drive to make all these cool game inspires me. I have no coding experience but I really want to give construct 3 a shot, see what content I can make. Thanks!
As someone just who starting learning game dev on godot I can't wait to participate in these competitions. Great work, first vid I've seen of you and you earned a sub.
for a "quick" fix of the enemy collision issue, it's possible that you could've added a counter that gets set to 0 at the start of the turn and increases by 1 in the infinite loop code. then if the counter is 10, make the enemy not move at all that turn, or switch to moving to a random free position if it exists
@@boomgoesthedynamite69 you mean in the video? iirc it was repeatedly trying to make a random move like, randomly choose... up! .whoops. there's an obstacle there. repeat. randomly choose... left! whoops. there's an obstacle there too until it chose a random direction that had no obstacle, then the loop ended the problem being that if all directions had obstacles it was just stuck generating random directions and rejecting them forever, making the game freeze
You may want to have a look in a board game called CUBITOS. It uses dice bag building for a roll and move game (with push your luck elements). It explores a lot of interesting mechanics that you may find fitting for your game.
Interesting. With the way it works out, especially having to land exactly on the exit to leave, I think I'd have just made move-1 be a default the player always has, and then remove 1's from the pool. It makes it easier to be certain the player can get where they want, and not need to skip a turn, but requires very little changes to implement.
I would love to see special dice in a way that they have different faces. For example the teleport one would have only 2, 3 and 4. I think this could open lot of opportunities for additional stuff. Otherwise I am definitely into this dice bag building game :D
I would hate for teleport dice to be broken, but maybe taking a cue from Mario Party, they could have numbers outside of 1-6. Like 2 through 7 or a d4 with 2,3,5,6.
It's not exactly the same but it reminds me somewhat of a mobile game called pawnbarian! Put simply it's basically just combat chess but the movement strikes me as similar
The mechanic seems familiar, but I can't think of a specific game that does the same thing. An easy way to get around softlocks and having to land on the exit would be rerolls. Let the player reroll dice one at a time, or swap them with dice from the bag. Maybe buy more rerolls with gold. You can add variety to the dice pool without using extra types if there are dice with different values on them, which would also deal with rolling 1 on a teleport.
It will be cool if every type of dice (movement, attack and teleport) is a shape of a dice, for example the movement will be just a d6, and aybe the attack a d4 and the teleport a d10, but it's only an opinion, tell me what to you think!
Hello bro I received this email from Google play Update your app to Google Play Billing Library 4 or later by Nov 1 My app doesn't contain any purchases items should I update it and how can I do it?
Check out SNHU! snhu.edu/vimlark if you're interested in starting a career in game development.
A
@Vimlark
What palette did you use for the dice hand asset? I really like the simple style that kinda makes me feel like pressing on every button I come across until the day I die.
Your videos are VERY entertaining and I am shocked that your sub count is at 88k.Any week now I believe that your going to blow up once more people discover your content
only 40k to get a gaming degree according to that ad...🤣
The Vimhead army will always support your decisions to stay healthy and happy, even if it means some videos have to get pushed back or put on the backburner. This game was super fun btw, definitely one of my favorites from this jam. Take care of yourself
the decision to make them ghosts just epitomizes the beautiful pipeline of "it's not a bug it's a feature"
Nice pfp i love grimm
@@T0xik1tty Thank you! I drew it myself!
Dang your talented!@@aboredprophet8128
I feel like I've seen something like this before, but I think it's that you have used a lot of mechanics from different games and combined them into something different. That gives the feeling of familiarity while also being unique. I like it.
Watching a fresh GMTK devlog while waiting for the Ludum Dare theme reveal is a bit surreal. And I’m loving it!
Game looks great and video was awesome, well worth the wait especially if it means a happier and healthier Vim :)
This game has a major 'Dungeon Dice Monster' feel to it and that's not a bad thing. This game looks really fun to play.
A cool feature would be if you could charge through the barrels while running with youre sword.
Already on my list!
@@Vimlark wait... you'll make it a full game!?
@@breadrug3709 He said in his video that he intends to do so.
If you want to hold dices between turns, just make another array were you store the dices and then every time that you load another set of dices just make sure that you are taking that array as a priority. Obviously the array size can't be greater than the quantity of dices that you can hold in your hand (unless you want to implement it in another way of course).
This was a great entry to the jam! I really like the art you made and it's super interesting to hear about the wall bug that turned enemies into ghosts.
As someone who has still put off making my GMTK Game Jam 2022 game, this video is right on time.
Honestly, having a spider type enemy along with the ghost type enemy would be cool. Cause some enemies that can go through walls and others that don't makes more depth for the game.
For the teleport dice could be four and up? For good distance and what naught.
You could also add an additional item that you can pick up that let's you reroll one die you rolled.
You could also add some more dice types, like a 'freeze die', which would let you freeze any enemies that get in the path. Those enemies then act as walls for a turn or two. It'd not be too useful, but could help to make a wall in a pinch, assuming your roll lines up.
This is such a cool concept man :) so simple but so engaging and so much interesting potential! Excited to see where you take it!\
Never forget the classic of itch going down everytime when the gmtk jam deadline happens
I think a good idea to fix the dice roll thing is to set a certain series of numbers the dice can do.
Rough example:
Move dice: move 1-6 spaces
Attack dice: move 2-4 spaces
Teleport dice move 3-6 spaces
Obviously the dice rolls are theoretical but hopefully you get what I mean.
This shit is cool. I can imagine spell dice that leave you stationary and can do line damage, a die that lets you move diagonally (maybe only 4 max?), a rare die that lets you move an enemy, maybe one that gives you coins. Also, maybe having a d4, a d8, d12 etc for different dice that aren’t just move or attack die. Very cool game design
Love your game jam vids! This jam’s theme was super fun and it was cool to see your interpretation!
for the dice rolls, you could do something like ‘Super Auto Pets’: You can reroll everything (end turn) or you can choose to freeze unused dice, allowing you to reroll only a portion of them. Also, for the teleport dice: just remove the 1 option and no one will notice.
I was waiting for this video!
This GMTK was my first gamejam ever, and I entered mostly because of your videos! Your game was very nice to play, as usual 😉
Just found about the game through this video, I must say it was very fun! (A little too easy for me though, playing the game once I didn’t die a single time)
Reminds me of Die in the Dungeon. Another Dice Deck Building Rogue Like (not part of that jam I think), but it has cool mechanics for upgrading dice so that they can become heavy or light, or icy I think... or just roll higher numbers.
If you wanted to keep going with the project, I feel like it'd work better to have attacks keep the player in the same position to stop the movement dice being redundant, rather than adding the option to remove the dice entirely. Since the enemies are ghosts, perhaps the player could be carrying a flashlight and the attack dice are "batteries" - more charge means further range and more damage to closer enemies.
I just recently discovered your channel and your story and drive to make all these cool game inspires me. I have no coding experience but I really want to give construct 3 a shot, see what content I can make. Thanks!
Super cool idea. And very polished looking good job dude
I really really like the game idea! please keep going with the development. I'm interested in its potential
As someone just who starting learning game dev on godot I can't wait to participate in these competitions. Great work, first vid I've seen of you and you earned a sub.
It looks like I still have to learn a lot on how to do game jams haha!
Seems complicated, thanks for breaking it down for us. Great dev log.
Nice work, pretty wild how the game just seems better with cohesive art and UI/UX. Cheers!
wow man it looks like you have lost a lot of weight since the last time i binged through your videos! nice job! it really shows in your face.
A really really nice looking game mate! And I agree, it sounds like auch a fun combination of mechanic and setting!
Take care of yourself as always 💖
for a "quick" fix of the enemy collision issue, it's possible that you could've added a counter that gets set to 0 at the start of the turn and increases by 1 in the infinite loop code. then if the counter is 10, make the enemy not move at all that turn, or switch to moving to a random free position if it exists
i know this comment is 2 months old but what is the infinite loop doing here
@@boomgoesthedynamite69 you mean in the video? iirc it was repeatedly trying to make a random move
like, randomly choose... up! .whoops. there's an obstacle there. repeat.
randomly choose... left! whoops. there's an obstacle there too
until it chose a random direction that had no obstacle, then the loop ended
the problem being that if all directions had obstacles it was just stuck generating random directions and rejecting them forever, making the game freeze
will be a fantastic journey!
You may want to have a look in a board game called CUBITOS. It uses dice bag building for a roll and move game (with push your luck elements). It explores a lot of interesting mechanics that you may find fitting for your game.
Interesting.
With the way it works out, especially having to land exactly on the exit to leave, I think I'd have just made move-1 be a default the player always has, and then remove 1's from the pool.
It makes it easier to be certain the player can get where they want, and not need to skip a turn, but requires very little changes to implement.
Awesome video as always Vimlark! Final game look great I had alot of fun playing it :D
Played this when it came out, was really fun!
I've been waiting since the game jam
I would love to see special dice in a way that they have different faces.
For example the teleport one would have only 2, 3 and 4. I think this could open lot of opportunities for additional stuff.
Otherwise I am definitely into this dice bag building game :D
Amazing Video! :D
monsters that have there own dice would be cool. You can see them above there head or something before there move.
this looks fun
I haven't really seen vimlark, but he looked like he's not a depressed, sleep deprived game dev, unlike other game devs.
Well done !
This was so cool! I feel inspired lol
I would hate for teleport dice to be broken, but maybe taking a cue from Mario Party, they could have numbers outside of 1-6. Like 2 through 7 or a d4 with 2,3,5,6.
12:08 I think using real randomness is usefull because it teachers intuition about chances that is truthfull
And thus Monkeys in Dungeons was born. :D
It's not exactly the same but it reminds me somewhat of a mobile game called pawnbarian! Put simply it's basically just combat chess but the movement strikes me as similar
The game does look sick
It was really cool to play.
Rouge-like Die Dungeon Crawler sounds like Dicey Dungoens
Holy crap this game is cool!
The mechanic seems familiar, but I can't think of a specific game that does the same thing. An easy way to get around softlocks and having to land on the exit would be rerolls. Let the player reroll dice one at a time, or swap them with dice from the bag. Maybe buy more rerolls with gold. You can add variety to the dice pool without using extra types if there are dice with different values on them, which would also deal with rolling 1 on a teleport.
Totally agree! I'm also thinking of a modifier ability that let's the player adjust the values they roll.
Dice-based roguelike
I know a game thats like this. its the game im gunna make after watching this
Good Video bro
really cool !
It will be cool if every type of dice (movement, attack and teleport) is a shape of a dice, for example the movement will be just a d6, and aybe the attack a d4 and the teleport a d10, but it's only an opinion, tell me what to you think!
Pawnbarian on iOS is a good one to check out for similarish mechanics
Very cool
How to get that colorful theme on Construct?
I'm going to be honest, your array explanation sounds a whole lot like a 2D array
Yo nice game!
Commenting for the algorithm
U remind me of will Wheaton. Well done
*wil
Nice
What happen to monkey and gun is it still reliance yet
Epic
Random Dice is one
Where is your 100k Subscribers?
Hello bro
I received this email from Google play Update your app to Google Play Billing Library 4 or later by Nov 1
My app doesn't contain any purchases items should I update it and how can I do it?
Can you pls give source codes
Why you hate phone users?
Have you ever tried to catch those pesky millisecond text inserts on a smartphone?
hi
Why would u give up, it is scary like everytNice tutorialng new but when u get good you will be glad u tried
e!!
Muze zupee ludo ka dice hack Banake di