Play Disaster&Dice
Disaster & Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #469 | 4.000 | 4.000 |
Overall | #1050 | 3.414 | 3.414 |
Creativity | #1172 | 3.459 | 3.459 |
Enjoyment | #2207 | 2.784 | 2.784 |
Ranked from 37 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?
Player collects and rolls Dice, to determine damage dealt and the element rolled
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
I really enjoyed the risk vs reward concept for building up damage, and the graphics offer a really unique look. I also enjoyed the various animations and the cute jump.
My main critique is the lack of sfx, it's a bit difficult to know for certain when you get hit without them and the spells don't have as much oomph as they otherwise would with sfx.
Overall I had lots of fun, especially with blasting monsters using overcharged fire spells!
I think this game is the most visually impressive that I've seen so far, really like the whole theme and aesthetic of the levels and game. The spell system is cool too but I feel that some more variation between them could be better, I like how the wind AOE sends you in the air and if others had more special moves like that it would've been awesome. I also found that having to keep collecting the dices every time became a bit tedious. The game was fun though and could definitely be a full game.
Very fun game. I'd consider this easily the best of all about 60 i've played so far. Obviously sfx are missing.
If you continue developing this i'd like to see an actual threat of going over 20, since the abundance of heal pots don't make it risky at all. And although i like the modular generated stages, I'd prefer handcrafted levels or roguelike elements if it goes any further.
Unique and very fun concept! I found it a bit hard to find the enemies and work out where to go, but during combat it felt good.
I love love love this aesthetic! The spellcasting system was fun to play around with, and I liked the creative enemies - the whole game has big PS2 vibes. The one thing I'd say is that running back to pick up more dice every time I want to use a spell was a little tedious, so there might be a better way to limit spell usage in an interesting way.
Awesome game! Presentation and art style are both really fun. The concept and implementation are very well done!
I really like this Cooool game! In particular, there are different types of spell. If monsters receive restraint with different spells and I can choose which spell by color, it would be greater!
This game looks super neat, but unfortunately I can't rate it! It fails to install while trying to get one of the UE dependencies for Windows. I would love to play it post-jam if you can export for Linux!
居然是一个大制作,感谢
谢谢你玩!
Thank you for playing!
If that's not read well it's Google Translate, sorry! -Kaylee
Really impressive that you made so many 3D environments, models, visuals and effects. The gameplay has potential but it could use some more polishing and tweaking. For example, I was constantly out of dice and the speed of the enemies meant that I just shot whatever I currently had, which removed most of any tactics in the fights. It was also very hard to aim at enemies which were really close, I think that some kind of autoaim would be much more rewarding. Also I noticed that different enemies react to different elements differently (or I think they did?) but it would be great if that was indicated in some way so the player could tell which elements to use on which enemies beforehand.
Overall really good job on putting this together in such a short time, you chose an ambitious scope and did a good job on executing it.
Really glad you like it! Paul really enjoyed your nice words about how we did overall. Hopefully we'll be able to fix some of the flow issues in a Post Jam version of the game! The idea of an autoaim system sounds really cool too, I think the Area of Effect spells are intended or the close combat though. And you did notice correctly, the different coloured enemies would be weak to different spells. :D Thanks for the feedback. -Kaylee
Visually quite impressive and the style is great! The concept is interesting, but, I think it does get brought down by making the dice consumable without the spells really feeling impactful enough to compensate, expanded out a bit more in spell variety and what they do and I think it could be pretty great. Seriously though, very impressive work on the visuals, crazy it was done during the jam.
Thank you! The theme was really the hardest part for us to be quite honest, at least imo, but I am still proud of what we managed to do! Hopefully in the post jam we'll figure out a better flow. And thanks for the complent on the visuals! We all worked really hard on the visuals. -Kaylee
The graphics of this game are really stunning, and it's amazing you created all the assets during the jam! I really like the character design of the main wizard.
Unfortunately, I am easily prone to motion sickness, so I wasn't able to get that far into the game. My main feedback is that the controls felt a bit difficult to manage. I was controlling the camera with the mouse and using the arrow keys to navigate, so in order to ready a spell, I would have to either stop moving or not move the camera, so I could hit Q and E.
Overall, nice job with this! I wish I could have played more, but my motion sickness got the best of me.
Thanks for trying out the game. The graphics were fun to make, Sam and Leah did a great job on the design and 3D modeling! I'm sorry that you were having issues with the motion sickness and the spell keys being Q and E, are you left handed by chance? Thanks! -Kaylee
I am left-handed, haha. I guess that explains it.
This is a fun little game and I liked how polished the visuals were! (That jump with the hat falling off is adorable) It does get a little repetitive after a while and there didn't seem to be a difference between different element spells aside from they do less/more damage against different colored enemies. Adding a little more variety to maps/mobs/spells/abilities could make this game a lot more fun! (And some sfx sounds) Overall, great quality considering the short period of time! Great job!
Thanks for playing! We would like to add stuff like SFX in the post jam hopefully as well as just more maps. :D I'm glad you enjoyed it. -Kaylee
The character models were so cool! The mechanics were an interesting take on the theme.
Thank you! Glad you enjoy them, and thanks for playing. -Kaylee
I love the character model and animations! In fact, all of the graphics were really good, it's a shame the frame rate was really low (at least, it was for me). The music was lovely, and suited the title screen and tutorial, but I would've gone for a more intense song during combat. The game could do with more sound effects on the whole.
The dice mechanic is clever, especially the spell power dice, as it makes you wonder whether to risk rolling for a higher number, but not too high. Kinda like black jack.
Thanks for playing, were you able to lower the settings in the options menu? We did try to make it playable on most PCs but we're sorry that it had low FPS for you. We did have black jack in mind for the dice thing! :D Glad someone noticed. -Kaylee
I liked the concept for this game, and thought the presentation was amazing :D
I could of done with more dice as each enemy basically required me to use everything I had, and then I had to break any flow to go backtracking. Maybe I’m just an unlucky throw :D
Thank you for playing! We are thinking of a way for the game to flow better for the post jam. We are all quite happy with the visuals as well so thank you! -Kaylee
Combat system needs to have a better way to replenish "ammo" other than running around after every shot
Thanks for the feedback, we'll hopefully have a system that flows better for the post jam. -Kaylee
Very nice game! I like this style )
Thank you! Glad you enjoy the game. -Kaylee
Since you can't attack unless you have dice, you spend most of the enemy encounters running around looking for more to restock, which really hinders the flow. Especially because you need 3 yellow dice for an optimal attack and you can only hold a max of 6.
The game looks amazing though! Very impressive for such a short jam.
Yeah! We're gonna try to work out something that flows better for the post jam. Thanks for playing! :D -Kaylee
I found this game not fun at all but I absolutely like the idea. Art and music was very cute too! 1/4/5
Stay crunchy.
Thanks for the feedback! Are you able to tell us what the reason you didn't have fun was?
Thanks! -Kaylee.
Yes, it was the mechanic of running around tediously getting the dice that respawn - which puts just extra steps in that are not necessary because: They respawn. So there isn't really a challenge to get them but a tedious stretch. Combat was kind of fun, I can see behind the idea but for that the mechanic forming the gameplay-loop needs to be refined in my opinion.
As example: Having the character take the element that's most prominet below the feet (wood is nature, as example) so standing/walking over something has an effect, gives the player control and a reason to go on certain environments.
The dice-part of charging your attack could be kept but, as another example, as basic attack dealing the damage it rolled and thus invoking the strength of your environmental spell with some form of 'overload' mechanic in which you have to release the spell thus you canno't just attack with your rolling dice.
Game design is something I really enjoy ^^ Nothing was meant as an attack and no idea is 'a must' but something I would find fun which is the way I work. It's never "What is something others might find fun" but more "What do I like?" - That way I can really work with the mechanics and feedback
.
Stay crunchy.