Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

RollOfTheDiceView game page

Made for GMTK Game Jam 2022
Submitted by JoaoCupido — 22 hours, 35 minutes before the deadline
Add to collection

Play game

RollOfTheDice's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#12743.4123.412
Overall#17863.1183.118
Enjoyment#19272.8822.882
Presentation#22143.0593.059

Ranked from 17 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 velocity and maximum speed of 4-directional movement of the player's ball is dependent of the type of Dice used.

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

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Presentation is amazing, rated quickly for the jam and will play more later. Good work!

Submitted

the control was smooth but the 2D move with a 2.5D view was a bit annoying to me.Cool game overall.

Submitted

Good mechanic! I played like 10 levels and get the feeling of using different kinds of dice for different speeds. It could be better if you can reinforce this feeling. For now, I can only pass the trap using the specific dice. Another point is that the 2.5d doesn't correspond with the 2d move. I hope the game will be better cuz it's fun.

Submitted

nice idea

Submitted (2 edits)

I gave it 5-5-4 for the ratings. It is SO GOOD FOR ME :D

The art and audio is more than decent. Mainly, very cool idea overall! I love how you have to be so strategic with the dice roll selection to compensate for the mastery over the movement of the ball. And you don't just let the player go on full easy mode the whole time (by using the cyan dice the whole way, with lowest values which makes precise movements a lot easier). Instead, you apply a lot of dice color checks along the levels.

I do have some suggestions with some stuffs though (they feel like nitpicks, but I seriously love this game and I think these might improve it):

1. Quality of life changes:

  • Have each colored dice a different sided dice. It would fit their nature more. That means white dice would be a D6, dice cyan can be a D3 (or a D4 since I don't think many people know about the D3 dice's shape), and so on.
  • Re-position the UI a bit for the current directional dice and the set of possible dice choices into something like the attached image. That might be faster to read imho. Do note that I think you can swap the white dice's and the cyan dice's position so that all the dice are in an incremental order.
  • The dice rolling animation can be indicated a bit clearer. Make it so that during the rolling process, the color (or shape - basically add a more distinct visual cue other than just shifting through different values rapidly) differs greatly from that of the static state of the rolling dice.
  • Make the hitbox a bit clearer for the tiles and the ball, since some precision parts are a bit confusing to determine the actual hitbox of the ball and the ball. I did figure out that the ball's shadow seems to be the best hitbox reference point for the ball, however I think an outline of some sort on both the ball and the tiles would be nice. Then again, I do understand that this has been a problem for new players to a game that has 8 directional movements in a 2D world, with no option of changing camera perspective.
  • Level selection. I 100% the game, however I wanted to revisit some levels to try optimizing them (sometimes I do random speedruns in random games xD). Yet the only way for me to do that is by playing from the beginning. Being able to replay levels that I've completed before would be neat.

2. Possibility of speedrunning support:

I think the game has a lot of potential for setting up speedruns. It's just a game jam so I understand if these are too much, of course. After all, speedrunning often requires a decent amount of players in the community to actually be worthwhile to most developers. But again, these are just suggestions of simple features that can be added:

  • A level timer, and a start-to-finish game timer.
  • A restart button, for immediately issuing a respawn order to the ball, instead of having to run off the nearest edge.
  • A reduced respawn time. Currently the ball takes quite a while to fade away and fully respawn.
  • A sped-up dice rolling animation.

Hopefully I wrote that whole mumbo jumbo essay clear enough. Once again, I really loved your game!

P/S: I couldn't give live commentary due to not being able to stream, sorry

Submitted

A fun twist on the idea of using dice to control speed although I would probably make some parts of it more forgiving since sometimes I didn't even know how I died. Still well executed idea with a lot of interesting and unique levels.

Submitted

Solid game. Good job.

Submitted

Looks nice, sounds nice, plays... well I have two small issues with the game - it's a very precise platformer and the spin on it is that the movement gets somewhat randomized and that might elevate the difficulty level so much. The second thing is that it's sometimes hard to see, where you will fall, and which floor parts will support.

Overall - the idea behind this is cool. I'd just make it more arcade-y, more forgiving ;)

Submitted

Really good physics-based puzzle with a very nice difficulty progression for a game made in such a short time. Also a first jam entry, wow, great job!

Thanks for coming to my stream! Here's a recording in case you'd like to refer to it

Submitted

A really creative concept, but the 2D feels like it is fighting me. When going up or down hills it feels like the game should help me stay on it just a bit I guess.

I did like the puzzles and having to swap to different color of dice with higher or lower values forcing me to try all of them, I think making it advantageous to use certain dice to control slipping or to get through a timed gate would be cool too to really reinforce the mechanic.

Developer

Thanks for the feedback! Most people didn't like how there were slopes and nothing was doing to the ball as it needed some gravity adjustments and since I had no time to add this feature, since I was mostly worried about coding the menu inputs and ball physics.

Also, nice idea to add some new obstacles to my game! Probably after the game jam ends, I'll improve the game to a new version with new features.

Submitted

Interesting concept and liked that the current level is saved, I think making the death border a bit more forgiving could be better as sometimes I died even though it felt I was still on the platforms. Good game though!

Developer

Thank you for your feedback! I can see as to why some people had trouble with the death border being too strict and one mistake = ball fading out. Next version, I'll try to expand the floor surface to make things easier for the player.

Submitted

i like idea of different speeds every time you roll! makes for a unique experience each try! well done