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A jam submission

Dice CrawlerView game page

A dice rolling dungeon crawler
Submitted by ParanoidSyntaxError (@ParanoidSyntax) — 1 hour, 40 minutes before the deadline
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Dice Crawler's itch.io page

Results

CriteriaRankScore*Raw Score
Theme - How well does it incorporate the theme?#1162.5292.529
Audio - Does the game have nice sfx and music?#1192.8242.824
Completeness - Is it an unfinished tech-demo, prototype or a complete game?#1272.7652.765
Graphics - Is the game aesthetically pleasing?#1323.1183.118
Overall#1372.7532.753
Gameplay - How fun is it to play?#1402.5292.529

Ranked from 17 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

Made two steps, thought I was stuck, restarted. Took to steps got stuck, restarted. Took to steps, got stuck, realized that movement is turn based too and that I had to press enter to continue. It makes movement painfully slow and tedious. The idea with the dice is nice though.

Submitted

I reached the portal a few times, gainging a dice is rare so I had to to see how some other die work. The game is too slow but otherwise it's fun.

Submitted

I killed a dragon!  I like the atmosphere, some nice lighting on simple tiles looks good.  My first run I ascended after 2 turns... on my second run, I managed to kill everything in the level, but nothing dropped any dice, and I couldn't find stairs down, just the ascension portal, so I'm not sure if there was a bug, or that's all that was in it.  Having more dice would have been interesting.  I would really have liked the turn to auto-end if I was out of SP and there was nothing to fight next to me, that would have made exploring a bit more fun.

Developer

Thanks, yeah I accidently uploaded a dev build, so the ascension portal spawns on the first level... Whoops. The enemies only drop their dice 1/10th of the time, would have liked to add a proper inventory system and more dices and items, but I just ran out of time. Unfortunately sometimes the dungeon can generate without any way to reach the stairs, so yeah was probably a bug. Really appreciate your feedback, thanks for playing!

Submitted

Interesting concept, but not sure what to make of it yet. Right now, things feel very slow. I understand the need for manual turn ends because moves and attacks have a different economy, but perhaps it can be automated that if you are out of moves and cannot attack due to nothing being in range, it auto ends. Enemy turns should also be sped up a bit if possible, and throwing the die is also quite slow. So those are my main gripes with the mechanics as-is, speeding things up would drastically help.

As for the game itself, my first encounter appeared to be a dragon. So I kited it for a while, whittling it down to death. Then I killed an apparition in one shot. Then I apparently found the end of the level and won the game lol.

I like the idea of having different dice, and each roll having various risk/rewards when battling. So that does have potential. I think the dungeon needs more focus and progression, and the mobs need to be able to fight back, because there's no way I should be able to solo a dragon with starting gear.

So yeah, it could become a nice and interesting concept if things are sped up a bit, and if there dungeon is a bit more focused with enemies that always pose a certain threat, whether you're kiting or not.

Developer(+1)

Slow turns is for sure an issue, and your ideas have given me something to think about regarding solutions. Agreed the balance is way off, unfortunately wasn't a priority for the jam, but completely agree its a big problem. Thanks for playing it anyway, and thank you for your feedback!  

Submitted

The classic 1-bit look of the enemies and UI works very nicely, but I feel it's a bit incongruous with the much-more-detailed environment textures? Since there's so much more going on in them I feel like they draw attention away from the parts of the game that matter mechanically. This might be one of those strange cases where the game might have benefitted from something a bit close to a wireframe dungeon?

Some of the enemies seemed pretty tanky; the first one I encountered took more than 20 attacks to kill, which is a lot when the attack animation takes five seconds!

Overall, though, the base idea seems fairly solid? With a bunch more equipment and options, and a more streamlined user experience, I think it could work.

Developer(+1)

Totally agree the rolling animation is a bit cumbersome, and apologies you had to spend so much time grinding one enemy, definitely isn't fun. And yeah I actually envisioned this game as being black and white, with much less detail, but I started with the dungeon generation, and as the jam progressed the graphical style just started to lose coherence unfortunately. But anyway thanks for playing and letting me know what you thought!

Submitted

I'd play the polished version of this every day! The ascension portal somehow spawned very early for me, so I just won after 5 or 6 turns haha

I like the idea of introducing die to it though, very nice

Developer

Yeah I accidently uploaded a debug build, so you can finish the game on the first level, whoops! Thanks for the encouragement

Submitted

Turn ends are painfully slow. I also couldn't figure out how much health the enemies had left after hitting them. 

Developer

Thanks for playing! Very fair criticisms, appreciate the feedback