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Dicesplosion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1638 | 3.316 | 3.316 |
Overall | #2108 | 3.000 | 3.000 |
Creativity | #2253 | 3.053 | 3.053 |
Enjoyment | #2586 | 2.632 | 2.632 |
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?
The game uses dice to determine your spells, and also rolls them for damage.
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
Using the dice to determine what spells I use and allowing me to change the outcome by running into them is a great idea. Was a bit unsure of what the objective was, after defeating the giant chicken by blasting it off the stage, there didn't seem much to do apart from defeating an endless wave of slimes? The sound and visual effects were very nicely done.
Thanks! Yeah, we ran out of time to put in any objectives or progression, unfortunately, so you didn't miss anything. The next phase would have been to make it so that after defeating a certain number of slimes, the chicken would have dropped in as a boss fight, and then we could have created other arenas with different mobs and bosses.
Haha, the chicken's halo is actually a roulette wheel to further embody the random theme, but we also noticed that it looks like a holy chicken.
Fun idea and nice aesthetic!
Thank you!
Like it!
The Effects and abilities from the dice were fun to mess around with. Was also neat that I could push the dice around to try and make it land on a side I wanted.
The damage effects being dice was a really neat touch.
Haha, yeah, the ability to push the dice around and try to influence what it landed on was something that we stumbled upon during initial prototyping and decided to keep. We really liked the damage dice just because of the sheer number of dice that get rolled, and the associated sound. If we add to the game we'd like to play with particles and/or numbers appearing to make the damage dealt more obvious.
I liked the concept! It was hard to tell when exactly I was dealing damage to enemies though - enemy health bars would've been nice. Additionally, my dice would sometimes push the enemy seemingly out of the damage area. Great job overall!
Totally agreed that the damage could be more obvious. One thing we would have like to do if we had time was to make the damage appear in the form of damage numbers, particles that fly to the enemies when the dice resolve, or something else entirely.
There are enemy "heath bars", in a way, but it's not super obvious. The cards that the enemy sprites are on changes color from green to red as they take damage.
The dice pushing the enemy out of the way is also a problem, and something we'd like to solve, possibly by making the dice pop out with less force or wait until the attack has finished. It's particularly bad with the fireball, and it can be pretty frustrating, sorry about that :)
Very pretty, and really cool concept. I've never seen damage in PnP-likes represented with a dice explosion from the enemy. With a bit more enemy variation etc. it could actually become a fun and fully fledged game!
Thanks so much, and glad you liked it! If we had more time we would have loved to add more variation in enemy types and behaviors.
Top marks for presentation. Visually impressive!
Thanks! We were pretty happy with how the presentation turned out!
Pretty good, but the last two enemies infinitely respawn?
Yeah, unfortunately we didn't end up having time to put in a win condition, so the game lets you fight respawning slimes forever. Glad you liked it otherwise though!