Play Roulette
Cruellete's itch.io pageGame's Take on the Theme
The bosses get a random buff during the fight, which is chosen by a spin of a roulette. The game is also Casino-Themed with one of the bosses being a Slot machine which chooses attacks by spinning
Did your team make the majority of the art and music during the jam?
Yes, we made all the art and music, but we used a couple sounds
If not, please link to any asset packs or resources used here.
https://www.youtube.com/watch?v=Qn0w5ihfspc - Lever Pull Sound; https://www.youtube.com/watch?v=CUx1qhoNbeQ - Button Click Sound;
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Comments
I loved this game. The art style was fun and the bosses are well made as well. The music is also very fitting. I loved playing this game. Good Job.
Very nice game, the art is best bit of the game and bosses are good and music work well for the game. However i really had hard time with controsl, kept pressing wrong keys just them being next to each other and feel very odd to use, if was not for the controls i definlty would like played it more
This game is great! Although I did find the bosses difficult, I did enjoy the various mechanics (especially jumping and dashing at the same time) and I found the controls easy to use. The graphics are great as well so well done!
Amazing. While your game is super hard. Try out my game where people comment its too easy.
Please help rate my duck game. A totally opposite spectrum of difficulty to your game.
Like the music and the art and the disclaimer in the beginning :-)
Heeey, another casino-themed action game :) I had to come for a look.
I really liked the art and aesthetic of this one. I thought the main menu theme and presentation in particular was great for getting the vibe set and started. The telegraph animation on the dice boss was really slick - I admit I wasn't able to beat him, and tried for quite a while. I think you're on to a really great design here. My feedback would be around the player movement - base speed felt low, and the jump a bit floaty, to be as satisfying as it could be to control.
All in all, great package - well done!
Duly noted, I made the player movement, and I'll be honest I couldn't quite figure it out. I guess I'll have to do a lot of number tweaking
This is a really fantastic game. I especially love the casino style and pixel art design. Additionally, the design of the BOSS is very unique, and of course, quite challenging.
There's some good ideas here, and I think with some tweaks and polish it could be pretty solid game.
The first boss is quite hard (as many have pointed out), and while it was frustrating and I do think difficulty tweaks are necessary, it felt doable and I found it to be engaging. Rolling fatigue or boss buff honestly didn't change the fight much in my opinion, but rolling double down felt like an auto loss. Fighting two of the same simple boss at once is generally a good way to make a fight more interesting, and would work here if the difficulty is toned down. And while it's very on theme, I'm not a fan of a boss' difficulty being determined by which random buff it gets. I'd say if you want to keep the spinning mechanic make the different ones more comparable difficulty wise but unique in how they affect the way you have to approach the fight.
The second boss was less difficult but still pretty challenging, and it's a unique concept for a fight that I haven't seen done before, but the time spent just waiting for the coin to fall made it less engaging for me personally. Also idk if it's intentional or a bug but the damage zone on the bottom does two hits of damage which I felt was overly punishing, though the coyote time did help remedy that and was a nice touch.
The third boss is where I gave up, I just couldn't envision myself beating it. The double cherry attack felt particularly unfair, especially when paired with other attacks.
Anyways I've yapped enough, the game has potential, and there's lots of little details I like, such as the cards as health and the little cane spin you do when you stop moving. Good job :)
Oh damn, this is a big one
Yeah so, we didn't have quite enough time to balance out the boss buffs, we'll rework the "Boss Buff!". It really does change nothing right now, besides prolonging the fights.
What our vision was, is a boss battle, where each roulette spin can be seen as a phase. After each spin, the fight will become progressively more difficult, so i.e. there are easier boss buffs on the 75% spin than at the 25% spin. This should probably ensure that fight is engaging, with a smooth difficulty curve, and is constantly bring new experiences, as combinations of different buffs would be fun as hell to see and fight against.
We will also decrease HP for all of the bosses to make the fights feel less dragged out.
On the dice boss, the "Boss Buff!" makes the dash and fall faster, but what I'm thinking is making the attack wind-ups themselves, as well as the attack durations quicker in future versions. I think it will make the fight more engaging and keep the player on edge with the almost constant attack flow of the boss. We'll also extend the player attack range so it'll be easier to hit the dice boss mid attack, i.e when he's dashing under you. We are also thinking of splitting the single die and the double dice as separate bosses to make a more forgiving learning curve,
The second boss was added really late into the development, we didn't have proper time to polish it and bring it to a higher level of cohesiveness, although it really does challenge what is called a boss fight and I think my teammates really did cook something awesome here. I agree with you on the fight being dragged out by fall times, we will rework and rebalance that. The double damage is a bug that we decided to leave in. We will make the platforms sticky, so it's harder to fall, but if you do, you will be punished harshly. I think, it's fair.
(Also we didn't code in any coyote time, it's probably a bug that I am more than willing not to fix)
Haha, the third boss I made all by myself, and everyone keeps telling me that the cherries are too hard. I had to sacrifice game balance for visual cohesiveness, as making the cherries come out of the bottom of the machine limited their potential starting points and made them take up too much of the player's potential space. I will either rework their spawning point, or make them smaller, we'll see about that. Ultimately, I overdid the difficulty, but I think the idea of the boss is kinda cool. I really got inspired by Ribby and Croak from Cuphead, which is really noticeable.
If you want to, you can try the showcasing tools(Godmode and Boss selection) to beat the boss and experience the game in full.
We really appreciate the review, and will be happy to return the favor!
Fun and well done, I really liked it
I love the art! Really like the roulette idea, but I think it's a bit too hard
Damn the art style is gorgeous and the atmosphere is really cool, I was instantly hooked from the "Title Menu" alone. Really really awesome stuff, and then the music complements it really well too.
I also really liked the warm-up for the attacks on the bosses, the dots on the dice rearranging into an arrow for his dash attack was so elegantly made.
Really awesome game, great job!
Cool game! I will shoutout that things like the way the pips on the die telegraph the attack are always welcome and an excellent way to help the player know what's coming in a subtle way without being too easy. This is a nice take on the casino theme, and I really enjoyed the retro soundtrack as well.
Glad you enjoyed it
Good pixel art, but control not good enough. At least, good job
Gameplay is good, but key binding is not pretty convenient. Good thing that bosses differ from each other, that refreshes the game. Visuals are good. Bosses are little hard, i liked that.
I like the look and the idea of the game, but fighting the bosses feels unnecessarily brutal because of the amount of damage you need to deal whilst executing precise movement. but i might just be lacking in the skill department
thanks for the feedback! A lot of people been saying bosses are too hard and we will be fixing that after jam, for now if you want to check out bosses fully you can access godmode by pressing page up + page down.
I have become gold.
Thank you so much for putting in god mode. The die is an immovable rock and I really wanted to see what else the game had to offer. The second boss is actually a very unique fight and a refreshing take on what a "boss" is. All of the art and effects fit very well together and it feels like a lot went into the design. The dice boss moving it's pips around is a really cool feature!
I did have to god mode my way through everything though. It felt a bit difficult to beat the first boss. I spent too much time dodging attacks and rarely having an opportunity to get up close. Overall, it's a very fun boss rush but might be a bit difficult for me!
We are absolutely balancing that stuff so you can become a descendant of Midas without godmode and while having a lot more fun :D
I love the concept, the art is crisp, and the music is great, but controlling the character is a bit wonky for me, but I think it is because I am a wasd mover by nature and hitting z,x at the same time is hard, this isn't the case for everyone as the option to use the arrow keys is there my hands just wouldn't cooperate with me xD, overall though great job!! ദ്ദി(^▽^)
Yeah, I should have considered the WASD players as well, that's my bad
This game fixed a gambling addiction I never knew I had! Haha!
Very fitting for the theme, and I absolutely loved the health being shown by cards. Great all around!
I think making the jump work on W or Up arrow would help a lot, but the overall concept is pretty good!
What you got going on is really good, but you really need to more than double the attack range of the player. I think the combat will benefit a lot from it. It's really an uncomfortable and tight spot where, you are in range to attack and not get contact damage - I messed that up a lot of time. The attacks were fun to dodge, the way you showed telegraphs were honestly smart. Wish I could say the same about attacking.