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A jam submission

Six-Sided ShooterView game page

Shoot Some Dice and use them to Power Up
Submitted by Solrun — 8 hours, 6 minutes before the deadline
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Six-Sided Shooter's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#27412.5792.579
Overall#39842.2812.281
Creativity#43022.2112.211
Presentation#45352.0532.053

Ranked from 19 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?
You shoot dice and roll dice to use as powerups

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?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted

Nice and simple, and feel good to play. It would be nice to have some better art or some  better difficulty scaling but this is good for a 48hr game jam.

Submitted

Fun game. felt really good to play and the vsuals looked good . overall nice entry. Great job:)

Submitted

Fun arcade-like game, and fits the jam theme well

Submitted

I like it! For some reason the game is really fun. And i managed to find a bug. When you die, you can still play the like normally :D But yea fun game!

Submitted

I like the idea, but I don't understand how the upgrading system works. I tried clicking and dragging but nothing seemed to be happening. I do like the snappiness of the controls though. While the effects are a little lacking, it does feel nice to stay close to enemies and fire a lot of shots after eachother :)
Have a nice day :D

Developer

You can hover your mouse over the little coloured squares on the right side of the screen and some of them kinda explain how they work. Then you can drag the dice from the left side of the screen onto them. You have to be fairly precise, but then the die should stick to the buff slot. If you weren't close enough, it won't get sucked in to the center of the slot. The buff slots should've been bigger so you don't have to be so precise so sorry about that.

You have a nice day too :D

Submitted

I like the concept, has that old school arcade feeling to it. I'd have liked to see more Western elements incorporated into the game given the premise and title to help it stand out from the crowd a bit. Potato Cowboy is a cute and unique character but felt somewhat trivial given how barebones the rest of the game was. Shooting felt good but the game was quite difficult. Pausing to upgrade broke the flow for me, having upgrades available after certain waves of enemies would help maintain the tension. Nice job in the tight timeframe though. 

Developer

I knew I wanted to do a top-down shooter. My thought process was dice have 6 sides and a revolver has 6 bullets. So, from there, I figured I'd use the die to select the gun based on the amount of ammo it held (except the launcher which has 2 ammo. I just thought a 5 on a dice looked like an explosion). Sorry if I sold you on the game based on potato cowboy and then underdelivered. That was my last-minute way of justifying the default Unity capsule as the player. I coloured it the same colour as the hat and thought it looked like a potato.

I hadn't really thought of pausing interrupting the flow. I wanted the forced pause to force people to engage with the system and so you can't just roll all 6s once and be good for the rest of the game. That's also why the damage buff decays and it would have been a stronger theme with more buffs that decay over time. I used the Megaman Battle Network system of you have to survive x seconds, but then you have the option of when you want to rebuff. You have to survive a minimum of 10s and are forced at 30s. So I figured the player would have enough agency of when they wanted to rebuff. But that isn't explained anywhere so I could definitely see some confusion from the forced pause like "I don't think I pressed space? Did I?"

The enemies upgrade from 1s to 2s, etc. every 10 kills, increasing their health and damage, and then they spawn the big boss dice with 6 health bars. So I should have had these bosses drop some sort of bonus like the extra dice, but I just opted to have every enemy have a chance to drop extra dice.  So the only form of tension you get is having to go close to enemies to pick up what they dropped.

Submitted

This is a nice game with a creative upgrade system! One thing to note though is when I pause the game, sometimes the enemies make it hard to tell which are my upgrade dice

Developer

True. I was thinking of this menu as an overlay and not another menu so I think a solid background (while solution) would have a different feel, but I probably could have put the dice in a tray with a background to separate it. Or maybe blur out the gameplay so there's higher contrast. 

Submitted

If you were to improve your game, I think you should make the automatic pause more clear as to what its purpose is and what you're supposed to do in there because I didn't really fully understand it. And you should make the smaller dices roll just like the bigger dice do. 

I feel like you should add some more effects like some screen shake and better sound effects as I just didn't really feel like the sound effects fit the environment and I just didn't think they were very good. I also didn't really think the art looks really good but I think you couldn't really find what you wanted given that you said that you used pre-existing art.

Anyway, I can see that you put a lot of effort into the game and code so good job on that, especially in 48 hours.

Developer(+1)

Ya, the pause thing should be more clear. Saying 'pause' doesn't tell you that it opens up the upgrade menu. I should go make that more clear in the description. The big dice are the sort of 'boss' enemy so they have 6 health bars. Them rolling is them moving to the next health bar. I wanted to make the pips on the dice disappear as they lost health, but didn't get around to it.

The effects, sound, and art are all in my post-jam notes as something I dropped the ball on and should've done better. I did them all in the last few hours, got them to just good enough and then gave up. But I could have utilized the art in a better way. Like having the player be just the hat and have just the gun move up and down to aim and just flip the art when you aim left/right (which I've even done in a different game). Instead of the 3D capsule player.

Thanks for the feedback.