I am such a fan of this art. Its great seeing the character animations in the high rise office.
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Toadally Fair's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #20 | 4.458 | 4.458 |
Overall | #58 | 4.241 | 4.241 |
Enjoyment | #119 | 4.012 | 4.012 |
Presentation | #238 | 4.253 | 4.253 |
Ranked from 83 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 with words and combine them into actions to convince your boss to give you a raise without being too weird.
Did your team create the vast majority of the art during the 48 hours?
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?
We created the vast majority of the music during the game jam
Comments
Pixel scaling is way off between assets. I would highly recommend keeping a uniform pixel scale for all in-world elements and a uniform pixel scale for all UI elements. Even though you made all art assets for the Jam they look like a mash-up of random assets due to the mix of pixel scales.
The black boxes with text at the beginning of the game made me understand what to do instantly and got me into playing very fast.
Fun and interesting gameplay. My main concern is the difficulty scaling. In the middle of the game, I felt like I was very close to winning with little to no awkward/weird meter. That got fixed in the later game but I feel when I got a lot of bad results and my awkward meter caught up with the 'good' meter.
The only thing that confused me was the dice that gave me more dice. I think it could be clarified a bit more what it is by having a similar black box around it with text that explains it the first time one of them appears.
You're completely right! We had two artists and a guy who helped with minor objects on the team, and at some point we got out of sync and lost the uniform pixel scale. Also there was some necessary late minute size adjustment for object on the scene - for example, the statue was half covered with the speech bubble, so we had to shuffle things around and scale them in both directions, so yeah. here's that.
We originally starteed with a steepier difficulty curve, but in those few playtests that we had before the submission the players would lose to fast, and we decided that it's better to overshoot the target than disappoint a new player, and set max weirdness to x1.5 of its original value. Now I'd rather switch it to around 1.2x, but that's too late, of course. Also, the game starts with common action dice only, and therefore it's quite natural for a player to not gain any weirdness early. Depending on your luck, you could gain only common dice and rerolls in first rounds as well, keeping the game not weird enough - we really wanted to implement an adaptive system that would add more unusual dice early and generally keep their amount balanced, but we didn't have time for that.
The dice that gives your more dice (internally called the modifier dice) really needs more work on our side. At the very least, we were going to add a different Roll button for it (something like "Add modifiers", for example), and it was supposed to move closer to the camera once rolled, so that the player could read it.
Thank you for your feedback!
Hilarious game! Very cool and unexpected take on the theme. The combinations are so funny and it's so cool you made every interaction unique. Looks and sounds are also top notch! Great job!
Thanks for coming to my stream! Here's a recording in case you'd like to refer to it
Great art and sound! This is an interesting concept too! Loved it!
I LOVED this game! What a great art style, great concept and execution. Fantastic work!
Really nice concept, lovely art and some of the lines were hilarious. Loved it
Solid game, nice visuals and a complete game (visual, tutorial, sound and being able to finish). What could have been improved is managing the dice available (I had a feel as if touching them would break something). Additionally I would love to see some sequence interactions. For example, if you cry too many times - the boss changes his reaction.
We were originally going to add some king of an auto-sort button, that would place the dice nice and easy for the player to use after rolling, maybe using a kind of a grid, but didn't have enough time for that. There's also an unintended feature where you can reroll a dice placed on top of another by picking up the bottom one, which also somtimes scontributes to the awkwardness of it.
Sequence interaction, while they sound really nice, would sadly be way outside of the scope for this jam. We already have 6x24 interactions (with some of them repeating, of course, but the majority of them are definitely unique), and adding an additional layer of logic on top of that sound like a really massive task.
Thank you for your feedback!
Great game! I managed to break it on a second playthrough but it was incredibly enjoyable
5 stars all around. great artstyle, fun and creative concept. lots of potential for more scenarios!
Very unique and creative! The art is all really good and the boss's reactions are worth licking the table.
Overall i quite liked it. Enjoyed the dice combinations and the reaction of the boss. Art style reminds me of old adventure type games from Lucas Arts. Good entry.
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