Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Dodging Dice & Chucking CubesView project page

A real time tabletop war game for 2-3 players emulating the frantic experience of a bullet hell style vidoegame.
Submitted by cmframent (@CMFrament)
Add to collection

Play game

Dodging Dice & Chucking Cubes's itch.io page

Results

CriteriaRankScore*Raw Score
CREATIVE#2452.3244.500
THEME#2761.8073.500
VISUALS#2941.8073.500
OVERALL#3051.5493.000
FUN#3181.2912.500
EASY TO GET INTO#3441.0332.000
AUDIO#3490.5161.000

Ranked from 2 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Do you have any bullet or projectile in your game?

Yes

You added some projectile or bullet in your game

How does your game implement the theme? (If your game doesn't use the theme ignore this field)
The Starfighter players have to shout out the sound of the boss weapon attacks every 10 seconds, or else take twice as much damage. The Mothership player has to move their minions down the map or else they crash.

What was the size of your team?
1

Please credit the resources that you used during the jam (if you used any)
Ms Paint, MS Word

Credit all team-members that worked on this project (you can link itch.io/twitter/youtube/twitch)
https://cmframent.itch.io/

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

giving feedback without being able to play is a little tricky, but honestly I just wanted to say this is a really awesome and creative concept. It's a shame so few people are going to play it to be honest, but I guess that's what happens when you make a board game during a jam!

Submitted

Really cool idea :) I never thought about translating a bullet hell into a board game, and I think this seems like a nice initial concept to make it work. I think the lack of order while playing it might make it a tad confusing for players, though.

Developer(+1)

So, the only problem that I saw with it being real-time is, "When do the Mothership 'bullets' hit the Starfighters?" But when I make it turn based the 10 sec timer becomes an issue, as well as when do you purchase upgrades? do you give up an attack or move action or even a whole turn to do it? There are all sorts of action economy problems that open up. I thought with real-time it's just silly chaos.