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Dice Factory's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2032 | 3.127 | 3.700 |
Enjoyment | #2187 | 2.789 | 3.300 |
Overall | #2471 | 2.874 | 3.400 |
Presentation | #2988 | 2.704 | 3.200 |
Ranked from 10 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 'nodules' in-game are stand-ins for actual d6. Nodules were chosen as a plot device to avoid having to implement a proper 3d handling system. Devices do a variety of dice-related things to the nodules; they get flipped, rolled, and weighted. In addition, one of the main twists is that each device non-negotiably rolls any nodule up or down 1 pip after an interaction.
Did your team create the vast majority of the art during the 48 hours?
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?
We created the vast majority of the music during the game jam
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Comments
Sweet game, I like the humor!
I wasn’t able to complete the large basement level due to the bug, unfortunately. If I may suggest another improvement, I’d like to see a standard text font rather than the pixel art one due to the large amount of text that this game has. Make it easier to read, yknow.
I’m excited to revisit this when you upload your post-jam versions with the bugfixes! (Can you remind me, or is there a following system on itch.io?)
Thanks for the fun!
Text legibility was something that became a concern early on (much more pressingly, seeing as the pulsing grid used to be white and there was nothing limiting the build area which resulted in the text blending in with the background), but as with many things in this game I didn't really have enough time to address it more properly than changing what the text was drawn over. A font intended more for legibility is smart, I can add that in as a toggle.
The post-jam version is already fully patched and makes some alterations to the game design (mostly just removing the Weighter), although I'll be taking some time to add the font toggle.
I'm pretty sure itch has a follow system? I could be wrong. In any case, I can send some sort of thing letting you know when the patched version is released.
Thanks for the review!
Thanks for the reply! I’m glad you participated in the game jam :)
I LOVED THIS GAME
the puzzles were fun to figure out I loved the game mechanic
the music was great
the sound effects were satisfying
and in the credits trans rights!
Thank you!
edit because i forgot to put it in the original reply: hell yeah trans rights
Ah yes, Zachtronic-like game, big fan. However, I didn't get past the third level because the game kept refusing to move my dice randomly, which got really frustrating after the 5th time in a row. Other than that I think this game has a lot of potential to be really neat, a lot of the most important elements were there for it to be great! It could use some UI and UX improvements, but hey, it's a GameJam game, if you manage to make a fully polished game in that time, you're a wizard or a professional. :D
Thanks for the feedback! I was really tired when finishing the coding and as such the tiles-randomly-not-working bug got introduced. Unfortunately, I can't release the patch until after the jam. Glad you at least liked the concept!
I'm a sucker for Zach-like games and I enjoy optimizing the heck out of them even when I'm really bad at it. I dig this concept quite a lot and I would like to see it expanded upon, such as more tools/mathematical operations, heck, maybe different die types (D4, D8, etc...) could be involved. Imagine the optimization complexity this could lead to!
One thing I would've liked though is for the input/output to be more visually distinct, I've laid out the conveyors multiple times in levels only to realize I've done them in reverse (mainly because I subconsciously assumed things would move left-to-right).
Another major issue I've noticed is that dice sometimes get stuck for no reason when they should be moving. I can't always replicate it because it happens at random and is very inconsistent. It was most evident in the finale so I had to wait a lot most of my die couldn't move across the pipeline.
I took an image of a time my dide got stuck, the two snake-eyes die on the upper layer of the conveyor belts never moved, but the ones that reach the far right side do. Keep in mind that this was very inconsistent, and the places they get stuck at were different each time I reset the simulation, so I don't think I missed something in the ruleset?
I don't want to sound like I'm only complaining, I just really enjoyed the concept and I would really love to see more stuff done with it. Amazing job. <3
Thanks for the review!
If I had extra time (another day or something), I would absolutely look into implementing more dice and whatnot. (One of the initial concepts was built around D20s...)
The input and output not being visually distinct enough has been a recurring issue, yeah.
The 'devices keep breaking' thing is a bug. I haven't been able to pin down what causes it (although I do have a couple hunches related to how tile breaking is managed), but breaking and replacing the offending tile seems to make it work again... although placing tiles seems to move the issue to other tiles, which usually leads to just rebuilding entire solutions. I didn't have enough time to track it down after finishing making the game's content, unfortunately.
Sorry about the game breaking for you, but I'm glad you still ended up enjoying it!
Do not know your reference so that seem really original weel done mate ^^
https://itch.io/jam/gmtk-jam-2022/rate/1619517 if you want to try our game :)
Thank you!
Very Zachtronicesque. Liked it.
Thank you! Infinifactory and SpaceChem influenced my design process a lot, yeah.