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This submission is disqualified
A jam submission

Dice Knight 2600View game page

God may not play dice but Knights do!
Submitted by Retro Buff — 2 hours, 37 minutes before the deadline
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Dice Knight 2600's itch.io page

How does your game fit the theme?
Players movement increase their die roll allowing them to defeat stronger foes until the die hit it's max and rolls back to 1

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?

Yes

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

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Comments

Viewing comments 37 to 18 of 37 · Next page · Last page
Admin

This page has been disqualified from the jam for excessive vote manipulation via fraudulent accounts.

Developer (1 edit)

um no, that's not true. We had one account, this account and it's the only we used. What do you even mean by that? We worked out asses off on this game and we haven't done anything other than rate and comment on other games with our one account

Developer

is there some way to challenge this?

Submitted

I loved this game a lot, good work!

Submitted

On one hand, I do wish that the game itself made it clear how the enemy health worked, as I also fell into the trap of thinking that each enemy had a specific number that they were killed by. On the other hand, requiring the player to read the manual is very in-line with how a retro game actually was lol

Overall, I enjoyed the game a lot, and I could definitely see having this game on my gameboy : )

Developer(+1)

Originally the plan was to have the enemy health and instruction on the a pause menu but with in the time constraints the game play took priority. Granted as a GBC game it does feel appropriate that it has the instruction separate from the game itself

Really solid, I like the creative way dice are used here. Combining movement with attack power is simple, intuitive, and elegant. It's a little bit of trial and error to learn enemy "HP" (Like, I thought the red devils could only be hit when your die is at 5, but they go down at 4, too), but that's a very minor thing -- the game's actual puzzles were very satisfying.

The ghosts were especially interesting enemies to face against; rooms that combined enemies with different movement patterns made the most of this system. Well done.

Developer(+1)

Thanks, the enemy health is listed in the description along with the rest of the games instructions.

Submitted

I liked the concept. It was made with Pico-8?

Sometimes the character get out of the grid, but that is not a real problem.

Good job! =)

Developer(+1)

Already working on an updated version that doesn't knock you off the grid. Actually it's a Gameboy Colour game, tested on real hardware

Submitted

You got to be kidding me! For real?

That's awesome! Will you post the rom to?

Developer(+1)

When it's done, the game is still more buggy than I'm comfortable with

Submitted

would very much like to see a whole game just with this mechanic

Developer

Already working on it, nearly done with another boss fight in fact

Submitted

Such a nice and simple game that just feels so good to play. These are the types of games that just make me feel good inside when I play them. Great Submission!

Submitted

Really fun retro game. Would love to see this get music and sound effects added. Neat use of them. Had fun playing. Great job.

Submitted

Really great game. I enjoyed it! :)

Submitted

I love this concept of not having the dice roll be random! this makes it different from other games (including mine) that have random dice rolls! One thing I noticed is that when you have a 5 and move it resets back to 1 meaning that 6 doesn't exist?

Developer (1 edit)

correct, at this resolution 6 wouldn't really fit on the die, there was the thought to have a 6th side with a star for something for a critical hit but with the time constraints and only 5 enemy types it wasn't enough of a priority to get in the final build 

Submitted

Very cool little game! I really like the artstyle, good job!

Submitted

Art and style of the game is awesome and the implementation of the dice is truly unique but is is hard to understand without a description :D 

Great job!

Developer

Agreed, due to time constraints the instructions had to be placed in the description but originally the idea was to have them on the pause menu

Submitted

This was so fun! i loved the art and how you incorporated dice into this! I would love to see more of this game.

Submitted

The initial cutscene really adds a lot to the atmosphere of the game.

Submitted

I like the puzzle aspect of the combat. Enemies often get stuck and you can charge up  your attack by walking into a wall. But other than that its an excellent game!

Submitted

A fine combination of a really simple puzzle wth zelda-like dungeon crawler :) However, too often a strategy would be to just walk back-and-forth waiting for the dice to "charge up" and then attack.

Also, even some synth tunes for attacks and moves would be great, I really missed the audio on that one.

Developer(+1)

Agreed but sadly there wasn't anytime to add sound effects or music, the plan is to continue development though and this includes sound

Submitted

Nice clean game conceit, cute visuals, and an engaging system.

The difficulty did ramp up quite quickly in my opinion, but otherwise I liked it!

Submitted

Absolutely wonderful idea. The gameplay reminds me a bit of something like crypt of the necrodancer, what with everyone moving at the same time and having to carefuly position yourself such that you lure enemies right where you want them. The die mechanic really sets it apart from that to me, though.

Something I noticed though that I don't think was intentional was that you could stall to let an enemy approach you by walking into a wall. If this is intentional, I'd add a stall button as a feature in general or maybe design the levels around having certain "stalling points" that take some strategic thinking to get to.

That's more for if you decide to expand this into a full game though, which I really would love to see. As some others have mentioned, this game is simple with the things it does, but it does them incredibly well.

Submitted

It was a small but fun game, like others have mentioned, it can get very confusing at first. But after figuring out that movement = more power and that enemies needs a certain power to defeat, the game becomes simpler and more fun. 

One weird thing I wanted to ask, why is the highest roll 5? I think this added to the confusion of some (or at least for me).
Congrats on finishing the jam!

Submitted (1 edit)

So this is simple in concept and presentation, but it does what it does very well. The one thing I was confused by at the start of the game was why it seemed like my attacks weren't working and I didn't understand why that was, but then I realized that it was because my attack power wasn't high enough (if there were sound effects, a clink to show the ineffectiveness of your attack would be appropriate). Still, it is rather annoying that you have no idea how high your attack power has to be to defeat an enemy -- simplest way I can think to do that might be to have each die be a different color, and that color corresponds to the enemy (though that also risks the confusion that they need to have that color to defeat the enemy, and not just have an attack power higher than it).

Also, it's weird seeing a grid based game like this that's not really grid-based. It's very easy to become QPU-misaligned. Luckily you can correct it by walking into a wall, but sometimes it can be confusing as to what attacks will hit you or where you'll attack because of this.

But like I said earlier, besides those few things, I think it's executed quite well. I'm always impressed when these jam games have a boss; I really like the way this one was implemented too (in this case the fact that the boss knocks you back clearly shows you're damaging it).


Developer

Thanks for the comment! As to what power level effects what enemy the games instructions are in the description.

Viewing comments 37 to 18 of 37 · Next page · Last page