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Dice: The Deliverance's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #946 | 3.696 | 3.696 |
Overall | #1668 | 3.167 | 3.167 |
Creativity | #2143 | 3.087 | 3.087 |
Enjoyment | #2368 | 2.717 | 2.717 |
Ranked from 46 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?
Roll your heroic dice and combine them with your mana dice to kill monster dice to earn more dice and improve owned dice!
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?
No
We used pre-existing audio
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Comments
I love the art! But it is a bit like Dicey Dungeons. I did have a bit of a rough time trying to figure out who would attack and who would defend. Maybe simple directions at the beginning would solve that issue! Overall, I really enjoyed this. :)
The graphics and concept are really great! Nice work!
I like the slay-the-spire esque deckbuilding aspect of upgrading individual dice, I think my main issue is that the gameply itself feels uninteresting. There's no reason not for me to just always take the highest roll. I'm not sure the best way to solve this, but maybe having to assign 2 dice per character per round (one attack on defense) rather than alternating, or having some sort of special effect dice could be good. I'd also nitpick that the player feedback was a little rough around the edges, some more animation or UI would have been good, but I understand that the timeframe probably made that hard to do.
Overall though I had fun and the art looks great!
Thank you for the feedback, these are good suggestions. The initial idea certainly was to have some dice have special abilities. We wanted the mana dice to also have elements that would create different effects for different actions, but this did not make it to the final scope.
However, even in the current version, there are multiple reasons why not to use the highest rolls available. For example, you could have rolled 8 on d20 and 7 on d8, so you use the d8 to save the d20 to the next turn. Or you only rolled defense and you are able to get enough defense with smaller dice to save the big ones for the next turn. Finally, you could roll only attacks so you know some of your dice will die and the ones assigned to heroes die first so by not using the strong ones you are again saving them for the next turn.
The strategy has probably not been so important because we made the game intentionally very easy so if you don't skip levels you can win all combats with ease.
I like the concept behind the game... I think. It was honestly a bit incomprehensible. There were very few labels on things (I think some of them, like the lack of labels on the characters' actions, are bugs, but I'm not sure about others). It often wasn't clear what I was leveling up, or what actions I was taking with the dice, or how much health my team had, etc. I did make it through the game with a little trial-and-error, but I don't really feel like I developed a strategy as much as I just threw thing at the enemies until it worked. I think this would have been an amazing game had there been a little more time put into a tutorial and bug fixing, as I had a ton of issues with the UI (such as the dice going off the end of the screen in the level up screen).
Thanks for the feedback. I completely agree with you. Sadly, we had to spend a lot of time fixing critical gameplay bugs which did not leave much room for polishing the UI and labels. There will be an updated Post Jam version when the uploads unlock with all those little things fixed properly.
Interesting and fun game. I think a short tutorial or more labels on the ui will help new players understand what is going on easier.
Would love if you can check out my game too. Thanks!
The art is very nice, but the gameplay leaves a lot to be desired. I feel like a lot of games in this jam relied too much on rolling dice and doing damage.
You could have improved the turn-based combat and make it more readable, kind of how it works for the old final fantasy games.
Kool little game. art style is really nice and the concept fit very well with the theme. Great work:)
I couldnt finish make the last fight because of a bug, but i really enjoyed the game, beautiful artwork and nice idea, so original.
By the way, would you mind checking my game out if you have time? Thank you
Good aesthetics and use of the theme, with a strong sense of progression through character unlocking. However there's a few issues which I'd like to touch on:
- I don't quite understand the difference between the classes aside from being another damage dealer.
- I don't quite understand what upgrading my dice characters achieves.
- Some bugs in the code made the boss die in 2 hits, which left me somewhat confused.
- The game lacks an ending, and menu. This is especially important considering the music is quite loud and it would be easy enough to boot the player back to the menu once the game is finshed.
Overall it was a decent game and I had fun with it! Don't let my criticisms give you any less pride for the neat game you made! :D
Super fun little game! DnD (Dices and Dices of course) is always a win and I love the storyline you built for the lil’ Bard-Die!
The gameplay was also fun and I kinda like that you can instantly go to the endboss, alone and helpless. It’s a fun touch.
well done!
Love the artwork and the concept is very clever. I'll never roll dice the same again xD
I really liked the art that you used and thought the level up system was very creative. I think it would be more interesting however, if you could choose perhaps in the level up screen which heroes are blocking or attacking, because it could lead to more strategy and less waiting for the right combination of attack to pierce an enemies defenses. Overall though, it was a very fun entry!
Thank you very much and thanks for the feedback. We initially wanted to let the player select from multiple options on how to level up each hero, but there was just not enough time for that feature :)
All the art was made by one of our team members (https://adelastopka.com/). Also we planned to add a dice-tower that would give you limited amount of rerolls each round.
This is a really fun and cool game, the art is beautiful and the game is very cool, but one issue that I found is that on certain monsters, after you attack a bit, every attack deals more damage. On the final enemy, on the second turn and onwards, when you would deal 1 damage, you deal 11, when you would deal 2, you deal 18, and so on. Otherwise, It's a very nice game.
Thank you for the feedback. Unfortunately, there's a bug that multiplies your damage by the number of already finished fights. On the other hand, at least the game is not that hard :-).
I just play and play and play this! Giant D20 monster against 5D6. Game is short, but I can't exit from the game! Just amazing.
Thank you so much! We wanted to add more levels and more monsters to make the game a bit longer but there's only so much you can fit in 50 hours.
Love the art is amazing. Really nice game overall. Good job guys!
great game art. The gameplay need a bit of more feedback but it's a great base for a tactical. good job
WOW this art is fantastic, as well as the gameplay and overall presentation! Only complaint is that i wasn't sure how much health my party had at all times, but apart from that great job :)
Love the art and overall look/feel. I think I glitched it out in the first battle? The enemy and bard both got to 0 health and nothing happened, the battle just kept going...
Can i asked how did you do the text effect in the intro?
We used a tool named Text Animator for Unity that allows you to do various text effects like that.
Thanks. Btw Solid game art and gameplay!
Epic ! And great art !