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A jam submission

Fated To DieView game page

Fated to Die is a textbased adventure game with choices being decided by dice rolls.
Submitted by TylerCHunter — 8 hours, 13 minutes before the deadline
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Fated To Die's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#214.6624.662
Overall#444.2944.294
Creativity#474.3514.351
Enjoyment#2043.8703.870

Ranked from 77 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?
Fate To Die is a text based adventure game where dice rolls decide the choices you can make.

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

Viewing comments 20 to 1 of 52 · Previous page · First page

When your only problem with a game jam game is a few typos, you know it's good.

Submitted

The game look dark and dreary which supports the game using dice to decide which path to choose is a very creative idea.Good job

Submitted(+1)

I really dig the black and white aesthetic, it goes well with the grim setting. I'm also really impressed that you managed to create a story-based game for this game jam. The story is well-executed, and it's just short enough that allows for multiple playthroughs. 

The only thing that I would probably change is to make rolling the dice have equal cost no matter what you roll, because I noticed that sometimes the worst case scenario are the higher number rolls. When that happens, there's very little incentive to reroll for a different option, because you might just roll a 6, then get a huge penalty plus take the worst route anyways. I also think RNG in choices usually don't suite a storytelling game like this, but for this game specifically it works because it's short, so you can run through the game multiple times with different results.

Overall, fantastic game and a great entry. I got multiple endings, from killing the king to talking him down. Nice work!

Developer

It was supposed to be that that safer choices have higher number rolls.  But keeping my design philosophy consistent across the game was tough given the time constraints cause endless mind freeze during development.  This is apparent in the very first scene as the dangerous choice is in the 1-2 slot.  So you are indeed correct.  There are a lot of brain freeze things that need to get fixed.  Like how on those death roll sequences is say 5-6 is the safe range when its 2-6.  

Submitted

Loved this - great art and concept.

Loved the art. The dice rolls are a cool idea but in genre about choice leaving it to rng kinda ruins the point either way I think it was handled well enough to not be a big deal and if you didnt have it it wouldn't fit the theme. I think having the gauge be at least a set amount of choices would be ideal instead of based on the number you get.

Developer

I agree that dice rolling for choice is antithetical to the genre.  I guess that is what game jams are for, trying zanny ideas that you would never attempt in a proper long development cycle game.  I think the one benefit is that it forces variance.  No one will attempt to do dangerous things, so marking events that are dangerous with skulls would mean players would skirt it and take the easy path.   Thus you'd have to hide danger behind context clues, and you'd wind up like shadow gate.  Clicking death choices unknowingly.  I think the best solution and what I would do in the future is a saving throw system all disco elysium.  

oh yeah disco elysium is a good example of that and I think what you did with the idea and combining genres was pretty well executed for a risky idea 

Love the concept! Makes the choices in the classic text adventure more interesting. Nice job!

Submitted

This is really well done. I did several runs of this. This is surprisingly quite detailed, I am surprised at the number of routes you managed to create in such a short amount of time. The art is great too, good job! 

I like the idea of not being able to change your fate if you're too unlucky, though it does feel a bit unfair at times if you're trying to go down a specific route.

Submitted

nice game, i like the idea!

Submitted

Man, this was really immersive, great job I love it.

Submitted

Amazing that you managed to get a story game on in a game jam! and with great looking art! GJ!

hawt.

Submitted

The Art is amazing! The dice roll mechanic for the story was interesting. I liked that you got freedom of choice sometimes.  The dialogue is well done.

Submitted

Absolutely amazing. The presentation is nothing short of stunning, the attention to detail and amount of content for a Game Jam game is unreal - i absolutely loved it!

Submitted

I like the music and sounds. Pictures are also pretty well done.

Submitted

This is a very well crafted and simple game. Love the mechanics!

Submitted

I had to kill the priest, :D than I couldn`t escape and died 10/10.  Also music is remind me my old gamejam game nice work!

Submitted

This is amazing, I love how you are still master of your choices, but at the same time, you are limited by the dice's roll. Also, the art is out of this world. Congratz for the game !

Submitted

This is incredibly atmospheric and dark. I love this game!

Submitted

This is incredible. The art is beautiful and the story is beautiful. The main rolling system is an incredibly interesting way of making diolgoue choices, I love how it reflects the idea that this character has lost everything and will sometimes just lash out randomly. Its a super interesting portrayal of insanity(if you want it to be) that I hope you lean into more if you continue this project

Submitted

Ahh! It's horrible! I love it! Killer aesthetics, engrossing prose, and a fun-if-occasionally-maddening dice mechanic to bring it neatly back to the theme; if this doesn't make it to the top 100 it'll truly be Mark's loss.

Viewing comments 20 to 1 of 52 · Previous page · First page