Super cute and creative, but feels overwhelming the first couple times you play.
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Dice Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #420 | 3.844 | 3.844 |
Presentation | #1208 | 3.531 | 3.531 |
Overall | #1489 | 3.240 | 3.240 |
Enjoyment | #3364 | 2.344 | 2.344 |
Ranked from 32 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 Dice Knight rolls a die before each action to determine what to do.
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 used pre-existing audio
Comments
TL;DR Cool ideas, too much visual information. Needs a tutorial for slow buildup of skill.
Fun concept, very nice visuals. Needs a tutorial, I found the UI incredibly confusing as far as where to look. A lot of motion, and too little time to process the visual information (even on Slow). A tutorial where actions are paused each round, maybe with some juicy animations to guide us through the processing of the information. Could even start out with fewer than 6 options and build up b the end of the tutorial.
Hope you expand the ideas some more!
Like the others comments, difficult to win the game, but It’s impressive to do this quality in only 2 days.
This melted my brain a bit, but it was really neat when I figured it out!
Game has an awesome concept and great art! However I found it very difficult to play in the normal mode, I was sort of just mass filling my dice with things that I maybe needed and crossed my fingers, there's no real room for reacting to what the game throws at you.
Playing on slow mode was a little easier, but still could do with being a little slower. Alternatively, I thought that the bar filling up was showing you what face the Knight was ABOUT to enact, so that you could frantically search the board for something you needed in that spot. I realised about halfway through that this was not the case, but in my opinion that might make the gameplay a little more reactive and fun. Very cool concept overall though and I enjoyed my time with it!
Thank you! Glad you liked it.
It is intended to be quite random with player being tasked with maximizing the chance for positive outcomes though I agree that it's too difficult right now without using the pause bug.
It seems the dice visualization can be confusing. I might experiment with adding a mode where it shows what is about to happen.
This is a GREAT idea but is WAY to quick, I wasn't able to make any decision, even at the slow mode xD
I think this one is really close to being really fun! The main problem for me as others mentioned was the pace was too frantic. Dice rolls happen too quickly and actions fall too fast and are too random to be able to make plans. The pause button is a good bandaid for this problem, but it's an issue I think that needs a different fix.
My advice -- and I'm not a game designer, so feel free to take this or leave it -- would be to slow down the fall of the action options, and let the player roll the dice. The biggest problem for me was a lack of agency. Anytime I got within range of an enemy, I would sit and hope for the right attack move to fall so I could hit him. But by the time I got it, the dice had already rolled again, and I would be out of range. Letting players roll the dice would let them control the pace, if not the outcomes. As for the falling actions, the main gameplay seems to be setting up your little dice knight for success. I think if the choices come down slowly but dense, so there's a still a large variety of options, it's an added level of difficulty from simply having a static list of choices but still gives players the proper tools they need to survive longer. But honestly, I would to like to see how the game feels with a static list of moves (so every move is always available) and see if it even needs that difficulty to still be fun.
I'm not sure if you tried any of these ideas during development, but I think they would improve the enjoyment tremendously. Without having much control over the Dice Knight, it was difficult to really explore the concept. I'm serious when I say it could be really fun, I think the art and presentation are great, and with some tweaking the gameplay could be awesome!
Thanks for the lenghty feedback! Glad you liked it somewhat.
I unfortunately did not have time to playtest the game in terms of difficulty and balance it. I did have some ideas how this concept can be improved upon to make the game more fun and approachable but with such short timeframe I decided to focus on finishing the initial idea. Tactical pausing will need to do for now ;)
Really unique concept and great art! I think things fall way too fast though making it impossible to play - having only one or two actions to swap at first would be great to ease in, and then gradually add more as you hit small milestones in the game would really go a long way. Nice work overall though!
It's really hard if you're not using the pause bug! The game is nice, well done!
It took me so long to figure out that the dice roll is at the start of the bar, not at the end of it!
Was very tough without pausing even on slow. Concept's great though, really frantic, could see it in a full game.
Was a difficult game but the concept is good. I think focusing on making controlling/assigning actions to rolls to be easier as even in slow mode it just takes too long to assign a button while reacting to the actions being made while searching for the right action in the falling actions.
Really creative concept and lovely illustrations, but unfortunately far too confusing a game for me to enjoy.
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