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DicePlosion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #463 | 3.612 | 3.612 |
Creativity | #548 | 3.750 | 3.750 |
Overall | #619 | 3.629 | 3.629 |
Presentation | #1224 | 3.526 | 3.526 |
Ranked from 116 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?
All characters are rolling dice.
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
Cool game! I really liked all of the different effects.
Really great concept for a game, I like that you can preview the other sides of the die as you play. I think it might have felt a little more intuitive if you could show the intents of the 'enemy' dice, as I struggled to know what they were going to do next, and died a few times because of it. But it's visually very nice, the dice and level art especially. The effects, as others have said, were a little bright, and when there were more dice on a level the amount of particles caused noticeable framerate issues, but they were visually pleasing otherwise
Considering pre-existing audio and art now I understand, how could anyone possibly submit a game 8 hours before deadline... :D Your effects are super cool, just kind of too bright. I wouldn't be able to look and play the game for longer time. It has a puzzle feel, but it doesn't really make you strategize, it's just about waiting for the right moment. But overall, great concept with a potential.
I played the first 5 or so levels of the game. Overall I found it really fun to play and am leaning on this game to make the top 200 if not top 100. The visuals are simple, but daring given that you went for 3d, which not many do.
I think the theme of turned base dice movement on a board like bloxorz was overly saturated, but putting it into the context of satisfying-spell like destruction was not! It was a very interesting take on a common concept, essentially dipping a regular dice puzzle game into a bowl of game juice (weird analogy, but it works lol)
Its very satisfying to destroy the enemy cubes. On the level where there were a ton of cubes, destroying, i think 4, of them all at the same time felt amazing! The magic vfx looks very cool too!
Now to the downsides:
For a puzzle game, the game is more random to play, even for a dice game. I never really had that "A-ha" moment that mark had in his untitled magnet game. It was more just moving around randomly while restarting the level until the cubes died . So it was more like a "I won?" moment.
Its also really hard to see things clearly in 3d. Making the game in 2d might have been a better idea.
overall, great game for the time you had!
I enjoyed the art, but was unable to gain a spatial understanding of the cube, pulling the game away from puzzle and making it more trial and error
A great central idea, but the fact that your explosions have priority over the oponent's make's the game a tad on the easy side. It feels a bit less like trying to solve a puzzle with a solution, and more like waiting until the right move presents itself.
Still though, great presentation, solid execution, and other than a few frame hiccups felt satisfying to play!
We actually tried to go for a fighting experience instead of a puzzle. What do you mean by priority? If you kill an enemy and get killed as well in the same turn, you both die.
Enjoyable turn-based dice game! Nice amount of content and good effects.
Really nice job, lots of fun final level is kind of bullshit though.