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A jam submission

Rollers' KeepView game page

Roll some dice, Collect new types and continue defeating your opponent!

Play game

Rollers' Keep's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#1103.0003.000
Innovation#1122.6672.667
Scope#1832.0002.000
Fun#1932.0002.000
Completeness#1952.0002.000
Traditional Roguelikeness#2112.0002.000

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.

  • Looks interesting, though incomplete. Also definitely NOT a roguelike (or even a Roguelike-like in my opinion). It is a dice rolling game but there did not appear to be any way to do more than roll over and over. Eventually I was given a set of three choices after 10 or 15 rolls it seemed like but I couldn't select anything and never had much luck figuring out what was happening or even what my goal to win was. Dice counting simulator basically.
  • A dice-rolling game done in Unreal Engine with next to no optimization. Thus, it lags horribly between every roll, and even though the only active things for the player are Roll and Tally buttons, it still generally takes a while and repeated presses to process them. You can try using Space or Enter instead of left-clicking, but not only does this not make the game go faster in the end, but it also somehow results in visual desynchronization where you and the opponents' dice are rolled out of sync. All of this is for the sake of inherently random gameplay, where the only thing you really control is the choice of one extra dice type to add to the pool out of three presented. You are not told the differences between dice types on that screen, however, so unless you are well-versed in the field beforehand, it comes down to deciding whether you think snakeskin dice, dito dice or flower dice sound cooler. Even in game, the difference is not always apparent. In all, avoid this one.
  • I like the concept of adding to a "deck" of dice, like Slay the Spire but with dice. The overall look of the game is unique for a 7DRL. The physics-based model is fun to watch. Unfortunately I didn't have much fun with this game. I never found any way of doing better or worse; it seemed like I was always stronger than my opponent, and all the dice seemed to behave the same way. The one exception was the "pentacle die," which raised my average score a lot, but I was only given the option of adding it once. I also became impatient with the long wait time between being allowed to take actions, and I was confused at being presented with a choice of dice but without an explanation of how the choice would matter. Another minor issue is I don't understand why you would choose to throw fewer dice rather than all your dice. I would have expected at to choose specific dice to throw.

Successful or Incomplete?
Incomplete

Did development of the game take place during the 7DRL Challenge week. (If not, please don't submit your game)
Yes

Do you consciously consider your game a roguelike/roguelite? (If not, please don't submit your game)
Rougelite

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Comments

Developer

I really enjoyed working on Rollers' Keep, and learned a ton doing so. Unfortunately we weren't able to implement everything we wanted, general user experience suffering the most.

It can be hard to see what's going on, and it's impossible to know what each dice does for example. Most dice are missing their special functions, but some do special stuff, for example

Forest Dice: worth 1 or 2, but face value +1 for every other forest dice

Snakeskin dice: face value 1, but multiplued by the number of other snakeskin dice. (Could synergize with dice that increase face value)

We plan on continuing work on Rollers Keep, I spent most of the jam building a really modular system for adding dice, so its actually very easy to add more with special functions.