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Trials of Chaos's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Technical | #12 | 3.500 | 3.500 |
Originality | #13 | 3.833 | 3.833 |
Overall | #21 | 3.500 | 3.500 |
Graphics | #22 | 3.333 | 3.333 |
Polish | #22 | 3.333 | 3.333 |
Audio | #36 | 2.333 | 2.333 |
Ranked from 6 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.
- Very complete game, but a bit slow for my taste. I would also like to have SFXs for different actions, and the music becomes repetitive at some point.
- While a lot of the references went over my head, I loved the humour and found the gameplay to be very unique! Animations are good, throwing dice is satisfying but could be even better with sfx and visual impacts. I wish the game was snappier and better-paced, as traversing the world is quite slow and combat involves a lot of inching back and forth and waiting. Wonder if letting multiple dice be out a time could help here? All that said, the scope and variety of items and enemies is impressive!
- Good entry! With more work it could become a nice game. Some notes: - It's a shame that the game doesn't have a basic tutorial or at least doesn't explain the controls. - I like the intro :) - The combat is boring: enemies need too much hits to die, but they're too slow to hit you, so you usually just stop, throw dices again and again until they dice and continue on. - The big green bug is a bit too much: it kills you with two hits and you have to go back to the start without checkpoints. - In the options, the text doesn't need to be abbreviated. Between that and that there's no explanation of what options do, the player can't guess what they do at all. - There's no music outside of the intro, and there's no sound effects at all. - Text characters, while being big, are a bit hard to read.
- Impressive physics! I think the difficulty balance is about right, but the enemies take too much time to fight. I think having lots of dice to throw or a faster reload time would be a simple improvement!
- There was clearly a lot of care and attention that was put into this entry, the primary dice throwing mechanic was a fresh and unique concept and expansive map holds a lot of environments to explore. The action and combat tends feel quite slow at the start which may turn off a lot of players before they reach the more powerful upgrades, for example I'd say the early slimes have a bit too much HP as in the early game you tend to spend a lot of time standing outside their movement range throwing the dice until they eventually die.
Jam ROM submission
Ok - understood! I attached the GBA ROM file as "MYGAMENAME_jam.gba".
Type of submission
Game
Tags
Adventure
Action
Platform
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Comments
Pretty cool, the character's physics are nice and the die's even nicer. One of the enemies surprised me by freezing for several seconds and then one-shotting without giving you time to parry; tough luck!
Thanks for playing. It sounds like you encountered the first optional boss. The sign beforehand warns about that, but judging from the comments it seems like I didn't make it clear enough that signs can be read.
I feel like the enemies would work better with less health, so that you can kill them with just a couple of good dice rolls, but it's a fun and unique mechanic regardless. I like that you can aim the attack in different directions too. Also, I was very surprised with all the effort you put into the intro! The music does go away right after, but it comes back for the next level. Are you planning on making new versions of the game in the future?
Regarding the enemies, my plan was to have the slimes be hard at first then stop being hard once the player got some more die faces with higher damage. That's part of why the chest early on has a really good die face in it. Unfortunately I had to keep reusing the same enemies with more health because of running out of time before I could finish coding the other ones.
I am currently working on a windows port for people who aren't comfortable using emulators. Other than that I'll wait to see how many people actually play the game before deciding on whether to make more versions.
Oh, and thanks for playing.
i thought the "dice-roll-based combat" being throwing a *literal D6* at the enemy and having the face value show on collision was really clever! there's definitely a fair few in-jokes here that i'd be better equipped to appreciate if i knew more about hololive, but even still, the writing's amusing and the character artwork and animation is cute, and making a text renderer wiþ Odd English characterſ was a nice touch, too.
Thanks for playing. To be honest, I'm not sure if other Hololive fans would necessarily get my humor either.