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Crit Fail's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1520 | 3.062 | 3.455 |
Creativity | #1991 | 3.143 | 3.545 |
Overall | #2332 | 2.928 | 3.303 |
Presentation | #3279 | 2.579 | 2.909 |
Ranked from 11 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?
Literally every action requires "rolling a d20".
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
This was incredibly wonky in the best way! I was expecting it to be frustrating to play, but the combination of pure chaotic movement and the quick respawns after fails, made it surprisingly delightful! Out of curiosity, was your original plan to have multiple possible destinations? I explored the world a bunch, and it seemed really fleshed out, despute so little of it actually "mattering" lol
I'm glad you enjoyed the bizarre movement! Fun story, the quick respawns are actually a bug that turned into a feature. The original plan was to have a longer ragdoll duration, but I enjoyed testing the game so much with the short timers that I forgot to lengthen them again. By the time I figured out they were still short, I realized the game played much better that way anyway.
As for the world, I honestly just used a map wholesale from the Unreal Marketplace. The goal was indeed to add more ways to interact with the world and places to visit, maybe modify the map a bit so it's not 100% a ripoff, but I had to keep the scope small to start. So there's a whole town there, most of which is not used... yet.
"yey" 👀
I hope to see a future build of this, because it definitely feels like it could the right kind of "silly game" that become a cult-classic
This is a really stupid game. I love it.
(made it to work with one second to spare, let's goooo)
Thanks! I figured that since my first game jam submission was guaranteed to be stupid, I should at least try to make it so on purpose.
Good implementation of your idea. I was curious when I read the instructions how rolling every time you moved would work, but it felt wonky and fun rather than janky like I expected, so nice job
Thanks! I was honestly super afraid while developing that I had come up with a core game mechanic that was actively unfun, but I'm glad it seems to have panned out!
Fun idea, great work for your first 'compete' game! Very realistic since I feel like I'm failing my real life rolls everyday as well :P
As some others mentioned it ran a bit jerky on my laptop as well.
Thanks for the feedback on how well it ran for you! It's been interesting for me to see how it's been behaving on different computers; I've spoken to some people who said it was perfectly fine and others couldn't run it at all (granted, they were all using computers about a decade old). Something for me to keep in mind as I refine it in the future!
Cool idea. I realy liked you game!
Fun idea. My old ass notebook could somehow barely run this and the motion blur made this painful to look at at times, but the environment is beautiful and the concept is interesting and creative.
Optimization is one of those things I didn't have the time to get too deep into, so thanks for bringing it up! If I continue developing it, I'll be sure to take a look at memory and things like motion blur.
lol this game is so derpy
Maximum derpage was indeed the goal! :)
love this
Thanks! It's my first game I've shared with others, so I'm glad you found some enjoyment in it.
As a DND fan myself, I can say that this is exactly what happens when I roll a nat 1. Cool concept, good game!
Thank you! When I heard the theme this year, I immediately narrowed it down to either "rolling a d20 to perform literally every action" or "hilarious physics simulation with dice." I decided to go with the best of both worlds lol. Glad you liked it!