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Rolling for Royalty's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Top Marks | #1 | n/a | n/a |
Enjoyment | #3 | 4.533 | 4.533 |
Overall | #35 | 4.322 | 4.322 |
Creativity | #157 | 4.100 | 4.100 |
Presentation | #167 | 4.333 | 4.333 |
Ranked from 30 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 game has Dice as the major theme throughout. The player rolls dice, enhances their dice, and battles enemies who also roll dice to decide what they do. The game leaves a lot of the "Roll of the Dice" in the hands of the player. Different builds exits, allowing players to either take risks, or play it safe, depending on their own preferences.
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
Really enjoyed the game! I encountered a bug with the multipliers. Stacking two x4 on a 2 Gem dice gave me not 32 (2x4x4) but like 500 gems. Felt like cheating
Hi Peter, thank you very much for playing! I can see why you think it's a bug, and truth be told, I really tried to implement it so a x4 twice would be a x16 multiplier, but I goofed and made it work more like this: the first x4 works properly and makes the next die played 4 times. Then the second x4 gets played (4 times), so it becomes a 4x4x4x4 multiplier, which is indeed a 'bit' overtuned. I've now fixed this so it becomes a x16.
Loved this one, wish you could roll the dice manually instead of it just getting thrown in the table
only complain is that the pacing is rather slow, especially since when you lose you go alll the way back to the start, which makes me want to stop playing after a few tries
overall a solid game and a complete experience, 4/5
Thank you very much for playing! What do you mean exactly by rolling the dice manually? As in, you swipe them into the playing field? Or that you have to click on them to throw them individually?
I see why you think the pacing is rather slow. I'm thinking of implementing the option to skip some of the animations, and adding a simple save system so you don't have to start from the beginning if you don't wanna do the entire thing in one sitting. As for the getting thrown all the way back to the start part, I definitely understand why that can be a bit frustrating. This is kind of how roguelikes/lites tend to work, but perhaps I can give the player one or a few retries for a battle so if they get absolutely dunked on by RNG, they'd be able to replay the battle for a better outcome.
Thank you so much for your feedback! It is greatly appreciated.
I meant spinning the dice by clicking followed by moving the mouse around and then throwing it when its released yeah
Also, maybe add an option to choose between gems or health after every battle so it isnt as harsh