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Dice or Die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Roguelikeness | #39 | 3.333 | 3.333 |
Innovation | #40 | 3.000 | 3.000 |
Aesthetics | #50 | 3.000 | 3.000 |
Completeness | #52 | 3.000 | 3.000 |
Scope | #65 | 2.667 | 2.667 |
Overall | #72 | 2.889 | 2.889 |
Fun | #75 | 2.333 | 2.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Judge feedback
Judge feedback is anonymous and shown in a random order.
Excellent entry. A really innovative idea and "spin" on a dungeon adventure. While I grokked the basic game loop easily enough, it was challenging to see if there were any benefits at all from "leveling". Not sure if that's just going to be added in the future, but I didn't quite see any real point other then "making progress bar go higher" (not always bad either).
Positioning quickly becomes a key factor of your survival, so there were definite challenges on areas of the map where retreating to come up with a better number just lands you within the range of another enemy die that squashes you. D'oh.
I appreciated the music track and sound effect along with the humorous messages coming up upon death. They were some nice touches and good additions to the game.
I'd definitely encourage the developer to keep adding to this entry! Thanks for submitting and hope you had a lot of fun putting it together!
Having a hit chance adds an element of unnecessary luck that propagates into all the other mechanics. Having enemy dice heal you based on their die sends mixed messages about what an enemy die should be when you engage it. If you're supposed to weaken a die and then move it to a higher die before finishing it off then you'd need to know its health which isn't visible to the player, and even then only missing once and then getting hit would negate any healing benefit you were trying to get. All that means the most optimal strategy is to avoid fighting at all whenever possible.
Completeness - Runs as expected, no bugs found, seems polished.
Aesthetics - Minimalistic, but fits the expectations. Locks on the doors kinda clash with the overall look.
Fun - Sadly, there's not enough here to carry the game. All enemies are the same enemy. The miss mechanic is annoying, especially since the game claims to be "without luck".
Innovation - Very innovative concept, haven't seen anything like this in a roguelike before.
Scope - What you would expect from a 7drl. Barebones but functional, shows the basic mechanics well.
Roguelikeness - Turn based, randomized dungeons and permadeath, all the checkboxes are ticked.
Conclusion - A neat little game worth checking out for the novel dice take, but lacking depth.
Successful or Incomplete?
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Comments
Good concept. The defence move make sense. Item will be a good addition. cannot wait to play the next version