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A jam submission

Divine DiceView game page

In "Divine Dice" you play as a god reclaiming his realm and fighting monsters, higher beings and gods in games of luck!
Submitted by TRIAKIS., Wowland (@wowlandreal), Stasys, BVSSIC (@BVSSICMVSIC), Benzon (@benzonmuzic) — 2 hours, 29 minutes before the deadline
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Divine Dice's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#14.8004.800
Fun#94.3784.378
Originality#434.3334.333
Theme#844.0224.022

Ranked from 48 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game represent "Power"?
P.O.W.E.R. (Personal Obedient Water-based Expendable Resource) is your means of controlling the destiny of gods and humans alike.

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Comments

Viewing comments 38 to 21 of 38 · Next page · Last page
Submitted (1 edit) (+3)

There are so many good things about this that to list them all would take me forever. I managed to get lucky on my first run and made it all the way to the finale, so my review is based pretty much entirely on that. The sound design, art, and music are spectacular. The core gameplay is clever and addicting, and the progression is done extremely well. The only things I'd ask for would be the ability to know how much damage a roll will do before pressing attack (some dice are clearly intentionally hard to read, which, admittedly, is funny) and some shortcut for dragging POWER. One other thing too: the final boss. I lost to it in my run; the positive-to-negative and vice-versa mechanic completely blindsided me, and the dice I had weren't capable of adapting to it in any order. After the fact, I could see what combination would do it (mechanical die and some multiplication, then power die), but to have a game-flipping situation like that after 30ish minutes of building up a specific strategy was brutal. It adds something for future runs for sure, but I'm on the fence about whether it's worth it. Of course, if I missed something important with that fight, feel free to call me out!

Lots of critique there, and I'm sorry if that's unwelcome (maybe I'm just miffed about losing my first-try perfect run, lol), but I want to reiterate that it was my only semi-issue and this game as a whole is FANTASTIC. The lengthy comment is because it seems to me that you all are super into this, so I wanted to do my best to provide something of value in case you want to keep working on it. Great entry, contender for my favorite for sure, and I hope to see more of it in the future!

Developer(+2)

hey thanks for all those thoughts! also as long as you have the power die you should be fine at the end, no? after all it doesnt matter if the score before the power die is negative or positive :P so you can just continue whatever strategy you were doing before!

Also Arc Breaker was my groups favorite game from the jam, it was a LOT of fun!

Developer(+1)

can confirm !! we loved arc breaker

Submitted

Interesting, every time I rolled I had the power die at the end, but the number would always be positive, so it just kept healing the boss. I might come back to it soon, but it's good to know there was more to it. Thanks for the praise! Glad everyone enjoyed it.

(+3)

Outstanding game jam game

Submitted (1 edit) (+2)

This is phenomenal

Submitted(+2)

This game is absolutely insane! Props to y'all for making it in such a short time!

Submitted(+3)

The presentation is definitely on point; the music and visuals feel very ominous and somewhat psychedelic. The game itself if pretty challenging, and it steadily ramps up in difficulty as you find more powerful dice. Great job!

Submitted(+3)

Loved the art style and the amount of polish that obviously went into it. I haven't played or like dice-based video games before so I was skeptical, but I enjoyed this a lot

Submitted (1 edit) (+3)

absolutely stunning presentation. like others said, this feels like a full game and not just one made for a game jam. the amount of juice and character in this is inspirational honestly. amazing job! blew me away. for some feedback, not sure why you can skip picking up the first die, also I DIEd to the second enemy a couple times because of rng as in I just did not roll well enough. Maybe there was something I was missing for a surefire way to beat the second enemy but besides that flawless game

Submitted (2 edits) (+3)

Insane that this is a jam game, so much depth here and the polish is amazing. And the music is really fun. Has maybe the best art in the jam. Incredible work.

Edit: After playing more, I think that showing the minimum and maximum roll possibility of your current dice loadout would be a small quality of life improvement! Also would love the ability to restart from the beginning of each world and not from the start of the game.

Submitted(+5)

The fact you all made this in a Jam is an absolute testement to your combined skills, team work, and creative power! This is well deserving of a Steam release and will be keeping an eye on (hopfeully) any future projects or and expanded release. While some noted that certain die were hard to decipher I found that to be part of the charm/risk/reward for those die that have higher strength but are harder to visually decipher. Only note I can think of is maybe a way to select larger groups of your lil homies for  power sacrifice (right click to drag 5 at a time?) Even then I am stretching... Amazing work!!!

Submitted(+4)

Really cool game, I would play a lot more if I was a lucky person. The art style is charming; unfortunately, I felt it got in the way of clarity a little bit. I wished I could see what things do before deciding whether or not to swap stuff.

Submitted(+3)

Best game of the jam IMO. Really fantastic entry!

Submitted(+3)

Extra polished game! My favorite part was sacrificing those little guys to unlock next spot on the map! And lovely artstyle!

Submitted(+3)

It was such a well-polished game! I can hardly believe it was made in such a short Jam period. Watching the dice gradually get stronger and roll higher values was really fun. Maybe the way the dice displayed their values made them a bit hard to interpret, but even so, the atmosphere was great, and I was completely hooked from start to finish. I love dice-based games. Fantastic work!

Developer(+2)

Super fair!

Patternoid specifically was designed to be hard to read (Hence the name haha), but all the dice have a number system that makes sense behind them. There's a lot of them that are references to different number systems used through various cultures & media, so I wouldn't be surprised to see certain people find certain faces confusing. I definitely hear your feedback though, and I think this is one of those things that could drastically change the "feel" of the gameplay directly.

I do think there's a lot of satisfying potential of getting accustomed to the look of different dice and understanding what number you got from a glimpse. Pattern recognition is a really powerful tool we have just as humans, so having numbers tell you directly what the dice may do in the moment, might actually be distracting and less immersive, as soon as you start understanding the corresponding look of the different dice. 

Basically, we're not sure yet ourselves and we need more playtesting to really determine to be honest haha. A nice in-between might be that numbers show up for a brief moment as soon as the specific die has stopped rolling, so you can quickly assess the needed info. The die all roll in sequentially, so this makes sense to me. Or maybe only highlighting a specific number when hovering over the die.

Either way, thank you for the kind words!

Submitted(+3)

The flip are y’all doing putting this in a game jam?! This is a release product!

It’s polished, has a great gameplay loop and progression, a great art style and solid soundtrack, and was completely engrossing from start to finish. The only real problem I had was that I could’ve played it for twice the length I did (despite the concept being well explored within the timespan).

I know the point of a Game Jam is to experiment and learn, but I’d be disappointed if y’all couldn’t, after spending a bit longer than a week on it, manage a Steam release out of this (if that were of interest to you). Even if only for a few bucks and not expanding it, you’d likely get some positive reviews and happy players from it to get attention for whatever you do next.

Developer(+1)

Appreciated! We're a bunch of mixed media artists that dabble in a lot of different stuff, so even though there's definitely things we're better at individually, we're able to fill in for each other, discuss things more thoroughly on a mutual understanding and give each other advice in pretty much every aspect of the game's design. So if one of us was feeling uninspired in one area, another could pick up where they left off and take inspiration either directly, or from a mood board where we have all our ideas written down. There's some exceptions of course with some of the heavier programming having to be done by Stasys and some of the more intricate pixel art having to be done by myself, but that's always the case and we all learned along the way.

Stasys also being the most experienced in actually creating games & programming in the team, was very quick to re-orient everyone if things either got just a little too ambitious due to time constraints or if people ended up getting distracted. His quick wit is something I really came to appreciate at the end.

And thirdly, the game never had any major stopping points in terms of design choices. We brainstormed all our decisions immediately in the beginning, landed on something we all thought has a lot of potential on paper, and then additively worked it all up till what it is now. There were few minor changes like some of the backstory being rewritten to make more sense stylistically, a lot of back and forth on how nodes should look for players to easily identify them, etc. On my end, the only major thing I had to scrap for the game jam was another major biome that would've connected onto the Crystar Belt since the map as it is alone already took ~7 days to draw. But yeah, the game's immediate clear direction helped all of us know what to aim for during most hours I think.

Overall, I'm incredibly proud of everyone on the team for even being able to do this, we're honestly all a bit surprised too with how it came out!

Submitted(+3)

WOW!!! My favorite game of the jam by far. It's a fun mix of a lot of roguelikes, with a very clever set of concepts. I think more could be done to play into combos between different dice/items like Balatro, and I also think there should be more ways to comeback when you have low power, but otherwise I think this game really has something special and has great potential for expanded development. Bravo.

Submitted (1 edit) (+3)

Wow, very cool game! I loved the strange enemy and world designs. Being able to spend your "health" resource on rerolls and giving fights a set damage stake instead of attacking you until you're dead were also cool choices I think, really encourages you to push your luck. The extra roll cost on boss fights made them feel tense too!

Submitted(+4)

these dice divine as hell

Submitted(+3)

Does it count as a speed run if I decline to pick up the dice and subsequently lose the very first encounter? ;)

This is very polished and comprehensive - especially considering the time constraints. Great work!

Viewing comments 38 to 21 of 38 · Next page · Last page