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Spellbound Rollers's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1729 | 3.271 | 3.271 |
Enjoyment | #2010 | 2.856 | 2.856 |
Overall | #2213 | 2.966 | 2.966 |
Creativity | #3001 | 2.771 | 2.771 |
Ranked from 118 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The player attacks by rolling a dice. Depending on the upgrades they have purchased, when the die lands on a certain number it triggers a certain spell. As well the theme of the game is around a casino with rolling dices, flying cards, and roulette wheels.
Did your team create the vast majority of the art during the 48 hours?
Yes
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
Yes
We created the vast majority of the music during the game jam
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Comments
The characters look so cute! I love Clover especially... its really challenging though, I have trouble figuring out how to get far enough from the enemies to survive much less pick up the exp properly when they are swarming so close... but the upgrades are pretty neat, and the visuals & music are on point.
A cute game with interesting battle system, I really like the upgrades you have here! The enemies tend to swarm you and it's hard to get away sometimes (especially while trying to collect xp), but aside from that the game's fun!
As a big fan of Vampire Survivors, this game is enjoyable to me.
The art is cute and the music is cool, would definitely play a more fleshed out version of this for a long time. Congrats on finishing the jam !
Wasn't too difficult for me as the others mentioned. Probably an automatic XP gain for killed enemies instead of the need to collect robs will help with that a bit. Also healing bonuses probably. Good luck with the development of this game after the Jam!
I see a few people saying that they found it difficult to play/control, but honestly I thought that it felt good. My only issue personally was that I wanted more indicators for how much HP enemies had left, but that's a minor gripe in a game that was otherwise incredibly fun to play. Nice game!
I felt like the enemies were coming in far too fast, with no room to maneuver out of the way of them. Resulting in immanent death. Also my projectiles were going so fast I barely noticed them on the screen half the time. I can see the core idea and the potential, but it seems to me it just needs some more polishing to really shine. Good effort though!
It was hard for me to use both the keyboard and mouse to move the character and defend myself, felt a bit overwhelmed when enemies started to get really aggressive, but I can see the potential in the game mechanics.
The art for the character looks very good, however I feel like the game had some problems with workload allocation during development, or something similar? The level feels really bare, with only a block in the middle of it being the only environmental obstacle. The effects which acts as visual cues for some powerups are very vague - for example, I have no idea whether the poison area spawned or not, unless enemies happen to walk into that area. I was also clueless with which powered bullet I'll be launching next - it feels like RNG mainly, with no indicators unless the bullet has already hit the enemies. I feel like some more effects could have been drawn and implemented to spice up the game?Also I noticed the timer at the top right corner of the screen, seems like there is an endpoint to the seemingly endless survival topdown game. However, 15 minutes is just too much with the amount of content the game currently offers.
P/S: I play in the Windows build and I think the asset for the dice projectile is missing - it's just white for me xD
I am very impressed by the character art though. Looking forward to seeing the game being more refined in the future!
very fun, thanks for making something like this. has a vampire survivors esque feel :)
I love the art and music. Felt very arcade like. Game was fun but very hard. Interested in seeing it expanded. Great job
This was a great concept! I liked the music a lot, and the gameplay was pretty fun. Like others have mentioned, having some more visual feedback would be nice. Aside from the poison pool art, I think having a bigger visual indicator for what side the die lands on would be good. At first, I struggled with understanding how the spells were used at all, and I think that having some ui that shows the player what side the die lands on could work well to help explain when and why a spell is used. Also, I think that increasing the player speed or decreasing the enemy speed could help. Currently, it feels like the enemies are just a little too fast. Other than that, great job on the game!
Surprisingly difficult, I can see lots of growth potential in this. Very cute art work, just need a few layers of polish to really shine!
There's a significant amount of content here for a 48-hour jam. Lots of enemy types and weapon modifiers. The visuals give a retro vibe and are quite polished.
Some of the bugs are a bit unfortunate. Would love to see a more finished version of this after the jam.
Fun little Vampire Survivors clone that could go way beyond what it currently is with a few small changes, like a more zoomed out camera and tweaks to player/enemy speed, enjoyed myself while it lasted though!
I've seen some similar concepts this jam. I think game does pretty well among those similar, but I think it's missing a bit of extra feedback maybe something like knowing what your next roll is. The movement was good, and I think overall the combat was pretty well balanced.
Great music and art! There were some small bugs but really not that significant. Really creative idea and a really cool game!
Interesting concept that has been done before. I like the art and concept of using die to land attacks while you get to modify it, so I'd like to offer some suggestions:
Overall, good work!
Yeah the two broke right before we had to export unfortunately. We did have a poison pool asset but our 3d to pixel renderer broke with webgl so we couldn't include the asset in game. (also why there's no decorations like slot machines on the map)
Yeah the original plan was to have different character passives but time was a big issue. Ill jot down your ideas for them
There is actually a counter to just running in a straight line where the enemies will teleport to the other side and stop you (assuming you go far enough). I can definitely shorten the time until this occurs though
Very fun, gave me vampire survivor vibes! It was very hard though, had a tough time with even the small dice. Maybe make the dices a bit slower, I felt very overwhelmed and like I couldn't outrun the enemies. Maybe also zoom the camera out a bit so you can see when enemy hoards come. Other than that it was fun and had cool abilities, excited to see what could be added in the future! Great game, and great job on finishing!
This game is really impressive to have been made in only two days. It was very hard for me but it's cool that there are unlockable characters.
Fun survival game with some great art, reminds me of a dice-themed Twenty Minutes to Midnight with the different characters / upgrade paths. Has a high skill-cap with a lot of replayability for a jam game! It feels like the enemies are just a hair too fast, especially in the early game when I'm trying to get to grips with how the game works -- it felt like I was constantly on the back foot having to dash constantly to stay ahead of them.
Solid entry all around!