This was a very fun game! The last level definitely was challenging, but once I started to realize how large the "grab distance" was, it became a lot easier. Good job on it!
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Super Dice Boy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #458 | 3.806 | 3.806 |
Overall | #593 | 3.645 | 3.645 |
Enjoyment | #642 | 3.484 | 3.484 |
Presentation | #1006 | 3.645 | 3.645 |
Ranked from 31 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?
A platformer inspired by Super Meat Boy and Jump King where you roll the dice by throwing them and catching them, trying to land the correct number to get through obstacles and jumping puzzles.
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 used pre-existing audio
Comments
Really liked the game, so challenging and sometimes unfair, but still nice concept.
I feel if the movement controls were a bit tighter, the die-grabbing hitboxes were larger and the player had a bit more influence in landing the die where they wanted with the number most ideal in the moment to them, it would feel less repetitive to play. Doesn't help that I can only throw even a basic die so many times before it's destroyed and has to respawn elsewhere; I feel like the player should get to decide when they're stuck and want to reset the die positions.
I do think the part where I needed to play keepy-uppy with the die as I jumped on springs was extremely inventive, but was also very unforgiving since those particular dice get destroyed on contact with the walls or the ground and cannot be physically carried past forcefields, meaning a lot of failed attempts trying to get it right before I eventually quit. I personally feel like the "explode two seconds after landing" die would have been a more comfortable substitute (if the player could also pick the die back up before it exploded thus resetting the two second timer).
thanks for your honest feedback, really appreciate when someone goes in depth with why they didn't enjoy a particular mechanic or level. The idea to catch back the explosive die and place it instead of the green one in the last level is a good one, might consider it. I am already doing some tweaks for the update after the jam. The last jump in the last level is much more forgiving now, the movement of the player will also be a bit more fluid and less snappy. One question: what do you mean "the player should decide when to reset"? There's the option in the game menu to reset the level, or did i misunderdtand what you mean? Thanks for your feedback, i know it's not the most positive but it's really constructive and you don't know how much i appreciated it!
Ah, when I said "the player should decide when to reset" I meant that sometimes there's an in-game way of resetting things back to a default state or reverting back to a checkpoint without needing to select an option from a menu (which I didn't even know I could do). Like, maybe if there were a prompt in the top corner of the screen to hold a button on the keyboard and reset that way?
Looking back on my previous point of mine, I understand now why you decided to make the dice explode and respawn after a few throws because even a tiny tap of a throw can make the number go up. Dunno if you'd be able to change how fast the number goes up after it's been thrown but from what I could see it appears to be based on how often the die makes a quarter of a revolution which I suppose makes sense as well. Maybe lean into that and allow the player to influence how fast the die spins by having it bounce against walls and other surfaces? Perhaps they could be able to "curl" the die by holding the left mouse button and drawing an arc with their aiming reticule as they prepare to throw (having the player position the reticule further away from the playable character would be a better way of controlling power as well)?
Whatever I say )I'm just spitballing random ideas now) feel free to go with whatever direction suits your game's needs. I didn't focus much on positives, but did value my time playing your game and there were some very interesting ideas that I think could be experimented with in great ways! :)
Yeah I admit the only time when the "tutorial text" mentions it can be easily missed (I wanted to place the prompt in a place where players got stuck the most, but probably I could have pointed that out in a more clear way). Yes you got the "physics" basically right and the die change numbers based on revolutions (angular speed to be precise, but for the sake of the argument we can say it's the same thing). throwing it harder is supposed to make the die roll faster but looking at the code the minimum and maximum "rolling" speed it can reach are too near in value and the end result is that it doesn't seem to affect that much the speed. Might have to tweak the values a bit until it feels better. Anyway i'm glad you still enjoyed it and to be fair i'm also glad you focused on the negatives, the best way to get better is to understand what you did wrong :D
I really enjoyed this entry! (Though I did quit at the second green die level due to the twitch timing required 😅) - really creative use of the theme, tons of ideas on display. I especially enjoy that the die increment instead of picking randomly - nobody said the die had to roll randomly!
thanks! The last level is a bit brutal yeah, i'm already working on a tiny update after the jam and the last level should be less frustratring. Still hard but a bit more forgiving. Also the controls should be a bit less snappy, making it easier to land the jumps. Might also make the stage a bit wider so the green die has more room without exploding. Glad you liked it!
Well crafted and interesting use of theme! Challenge wise, I felt the vertical level where you had to deal with green dice blocks, conditional jump pads, and anti-dice walls, felt like a bit too much too soon. A smoother introduction to the mechanics would've been very appreciated— but of course, any number of functional levels produced in a 48 hour window is always a feat. Well done overall!
yeah the last level is a bit brutal and maybe a jump in difficulty too high. I intended to add a couple more levels in between but even if they were almost ready i feared that not having the time to test them would break the game, so i left it like this. I blame my anxiety lol. I'm already working on some tweaks for after the jam and the last level (especially the last jump) will be a bit more forgiving. Thanks for your feedback!
The idea is very clever. Levels are tricky but with some practice it`s pleasure to pass them. Was fun to play.
The concept and platforming were really well done. I like the game a lot, especially for 48 hours. Great game!
Super Dice Entry!! it has a great feel, you did a great job presenting the needed number with the "Dice particle wall" I'd love to see more of that
well done!
Not an easy game!!! Or maybe I'm just bad... Or maybe it's just luck! Cool take on theme, nice work.
A More unique idea fitting the theme. The Title Screen Design is one of the better ones. I also like the Gates where you can only pass with the right number. But the inner dirt tiles could be a bit More than a plain color. It looks a bit out of Place within the Rest of the game.
Fantastic game, the idea was unique and the execution was even better. The variety of dice on display is also really impressive for a game jam
The graphics is pretty relaxing and nice and gameplay is fun! got bad luck few times but it is okay bc i will get good luck few times in the future :D This game isn't a easy one btw :D
Well done!
Its a nice game, with some really cool puzzles. But the rng of the spawning dice and the explosivenes of it makes some borderline impossible situations and gets the player stucked.
Thanks for the feedback! You're not the only one who pointed out that having the die explode after some uses is not really that great. The idea was to make the player go back at the spawning point of the die if he missed too many shots. But i think i will have to find some more interesting way to "punish" mistakes. Thank you!
I don't think the rolling the dice mechanic added a ton to some of the earlier puzzles, because it was just trial and error. However the actual puzzles themselves, like the ones where you throw the dice and catch it again, are really fun. Solid game.
thanks for your honest feedback! Let's say the idea of the first puzzles were to get you to play with the inputs and feels of the throwing and understanding that the die explodes after some uses. But you are right, it feels a bit pointless in a vacuum, i should think of some way of making it more interesting and impactful on the gameplay of the earlier levels. Thanks!!!
BattlefoxStudio congrats on your entry to the jam with Super Dice Boy. It has a solid implementation of the theme. It was a challenge for me on some levels because of the limited lifetime of every dice but I managed to get through and didn't find it frustrating. Keep it up the games!
cool idea! i think the rolling dice to get through doors is pretty cool, but theres a bit too much rng there. i would propose giving some more control? awesome job otherwise!
the die always roll at the same speed in the same order, but I agree that it's not really easy to control the speed to get the number you want. I might slow down the "rolling" animation so that it's easier to control. One way I used to "control more" the roll, is throwing the dice slowly in the air and quickly catch it again. You can more easily control the numbers. Of course the die will become red and explode after three throws, but if you catch it before it touches the ground it doesn't explode and might still be used for some mechanics. Thanks for your feedback it surely gave me some food for my thoughts and more reason to test some different stuff :D thank you also for trying my entry!
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