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GMTK 2022 - Roll your own's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #878 | 3.571 | 3.571 |
Overall | #2640 | 2.810 | 2.810 |
Presentation | #3074 | 2.667 | 2.667 |
Enjoyment | #3772 | 2.190 | 2.190 |
Ranked from 21 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 roll dice whose sides instead of numbers represent types of terrain. And use these dice to layout a path through a level.
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
With the results in I see quite a number of low ratings. Yet all those who commented seem to have enjoyed it at least some. I'm a little disappointed that more of the people who didn't enjoy the game didn't leave any feedback to help with future improvements. Negative feedback is just as important if not more so than positive feedback and I'm somewhat annoyed by the lack of negative comment feedback despite the amount of negative ratings feedback, as a number helps very little in knowing why.
Lovely idea. Looking forward to version 2 :)
Thanks. It'll likely be a while as I have lots of things I want to change about it.
Very unique game idea, with a surprising amount of depth. I think with some more polish this game can be really good!
Would love if you can check out my game too. Thanks!
Thanks. I'm relatively happy with how the gameplay came out, but I really don't like the state it is in polish wise. The animations and sounds missing in particular I feel really bad about.
Really neat idea! I think it has a lot of potential to be developed further. One thing I noticed is that the camera being rotated at a slight angle made the grid-based movement a bit confusing. I think the movement would be more intuitive if the camera was aligned with the grid if that makes sense. There's also a chance that some of the dice roll off the table, and when that happens it is possible to build an arrangement of tiles that doesn't even connect to the end of the level. I think either preventing the dice from falling, or only letting the player proceed once a complete path has been made would be a good idea. I also encountered a scenario where I had connected a complete path to the goal but the terrain prevented me from getting there, so if the terrain tiles are being randomly generated then I think the terrain generation should check to make sure the terrain is passable. I understand that you ran into a lot of development issues though and I still enjoyed the game for what it is!
Thanks for the feedback.
I can understand the camera issue, I tried to make it a majority rotated in one direction to make it clear which was up/down versus left/right rather than a 45 degree angle. I could have rotated it more, but I feel a perfectly straight on angle would look too sterile visually.
The dice rolling off the table is actually intentional. I tuned the randomness of the throwing to having a dice roll off on average every 5-6 or so attempts. It's possible to lock yourself out from beating the level, but I considered that fine, as the premise is to build your own path so if you make the level unbeatable by choosing not to make a path that's how you decide to build it. The idea was that periodically limiting the number of dice you have means there's left options for how to arrange the tiles, which might lead to forcing users to find spots for tiles they may otherwise try putting off to the side to ignore. The game really isn't balanced enough to really encourage this however.
And yes, certain tile combinations are impossible to complete (well or so I thought until I realized that unintentionally you can use the enemy pathing to allow you to do things, like if you get the enemy to path a certain way and you time it to attack the enemy on an ice slide for example, it'll actually stop you at the location you attacked, allow you to then move in a direction after defeating the enemy, so under certain conditions these impossible combinations can be passed). The original idea was to implement random rotations for the 5x5 grids represented by each dice, however I forgot to do so and realized too late that they were all in the same orientation. My general mentality was that it's okay for there to be impossible paths, because worst case scenareo you can hit escape to go back to the rolling screen and get new dice to use/reorder. The idea was originally far more complex, I wanted you to be able to reorder the tiles you currently have, and have a currency you could pick up in the game by going out of your way to optional locations in the level that would be used to grant you a reroll. But that was scrapped entirely because of time required to develop it. I was a bit over ambitious with the idea and spent too long on a handful of aspects of the game and the overall design I feel flopped partially because of it.
I'm glad you enjoyed it in it's current state anyways. I definitely plan on updating this, though I'll be restarting from scratch, I'll likely use hexagonal tiles, and it'll likely be turn based than real time.
I see at this moment 13 people have rated but only three have commented. Please if you have a moment leave some feedback as it's useful/helpful.
Cool game where you can build the level yourself.
Thanks. I've participated in a few game jams before but usually it takes me hours to come up with an idea. This is the first time an idea popped into me head within a few minutes so I'm glad you enjoyed the concept even though the game has a myriad of issues and missing things.
Fantastic take on the dice theme to build the terrain for yourself.
I really liked this and hope that you'll continue to develop it further, it has great potential to be a full game.
Yeah, though if I continue this concept I will start from scratch, to get it functional in 48 hours I did a lot of not-so-good code quality, for example there's a good amount of static abuse in the code, so I'd want to make it from scratch and set everything up better. Glad you enjoyed the idea.
I like the concept so much , having terrain on the faces of dice and used it for level creation , awesome.
Thanks. Despite being the main idea of the game, I didn't get things to a state where I could really work on the dice system until around 32-34 hours in, which is why it looks visually less interesting than the levels, I had to essentially throw it (haha) together.