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"Go fish.", Simon said. (GMTK Jam 2022)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1393 | 3.444 | 3.444 |
Overall | #2019 | 3.037 | 3.037 |
Creativity | #2181 | 3.074 | 3.074 |
Enjoyment | #2714 | 2.593 | 2.593 |
Ranked from 27 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?
My game involves attaching the controls of a platformer with the probability factor of the dice rolling.
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio
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Comments
Love the style, artwork and unique delivery of a random dice roll mechanic. I don't have much to add at this point, as it seems any tweaks you'd want to add after the jam has been mentioned, but to me this is as good as I could possibly want from a 48hr period, and has legs to be developed further imo!
Hard as balls, but fun! Wish there was some more tutorialization for the dash/dice roll mechanics aside from the Esc menu.
130 schmeckels! haha , fun.. it's just the camera that needs to be wider ig.. other than that, good vibes, lovely art, and fitting music. Good job, liked the god of dice thingy <3
Keep it up. Good luck! ^^
Really interesting concept and idea to mix a dice and the controls of the platformer. The game is a little too hard, especially at the start of a platformer where people are still getting used to the movement. Still a really fun game though with a nice optional challenge of collecting the coins.
Would love if you can check out my game too!
I think I figured out what the differences in the die mean (each roll is how many of X action before next roll) which I think is clever, the only problem is you always die in one shot and it starts out with a lot of cannonballs, so you have no real room to experiment and feel the effects of successive rolls. I think it would've been much better if you started off quite easy, that way you can really feel the ship getting harder with each roll and then you have the tension of "oh i really don't want to dash/run/jump here, but i need to or I'll lose a heart" etc. A little bit more clarity would've been nice as well, but overall great concept and solid game!
I played this for a little bit and didn't really feel and effect from differences in the die numbers . Otherwise, a very technically impressive game, considering the time constraints!
The concept and presentation were really great! The game was pretty difficult, but the idea is there. For a 48-hour jam, this is really outstanding work!
I didn't quite understand this game. What triggered the dice rolls, and what did they do? The platforming was fun, although the jump couldve been a bit floatier. Congrats on finishing a game, the art was really appealing!
This was an interesting game. I'm still not certain what triggers the dice rolls, since they seem to be random, and it's not always clear what the effect is without taking a bunch of time reading the tiny text. I also think the game could work without requiring the mouse, using the arrow directions for the dash direction (eg. like Celeste uses) and having the dice auto-roll without prompt (perhaps even without pausing the game to keep the pace up). I found the canons to be a bit overwhelming to me, and couldn't get very far into the game in part because of them. Still looked very nice overall, though.
Really liked the art direction and concept for this. Took a bit to figure out the dash and rolling mechanics, some more in depth instruction may have been beneficial.
Sound design of the game is amazing! the rest of the game is fun as well. Good job!
Cool but very hard! Animations are very nice! good job :)
This seems promising, although it's hard to tell since- as others have mentioned- it's quite difficult to play. The jump is so fast, and (at least on browser) there doesn't seem to be any way to even full screen the game. As you use the mouse to aim your dash, I can't help but imagine that it would feel more natural if you used left or right click to activate the dash mechanic.
That said, if you can manage to get the player controller to be more amiable to the platforming/dodging, I think the premise of the level changing as you progress could be cool!
Here is some feedback as you've asked. I feel things were a bit awkward. there is death everywhere but we need precise movement, with complicated controls. space for jumping is a bit awkward, but Q+mouse for dashing is highly confusing since you need to drop the other movement keys, and suddenly you control with the mouse.
I guess since we choose the direction with the mouse, the mouse is actually being used, but the click (dice) is weird and sudden. its a mostly keyboard game with sudden mouse usage. I feel like either full keyboard control, or more focus on mouse (say, add a crosshair) would help.
Even having read the instructions, the ability controls were confusing. I know the roll has to do with the theme, but again its the conflict of urgency and precision.
Overall, I think there was too much at once. better pacing, such that things are easy at first with no treats and things get harder as the players gets a better grasp on controls would be great! Right now its a bit overwhelming (or maybe I am bad at platformers). Nonetheless, its a game that works and looks good, just a bit hard. Good job!
Thank you for this!
hmm something about it feels awkward to play, but great game nonetheless
Wow, what a good looking game. I sure hope the developer didn't find game-breaking bugs 2 minutes after he submitted it!