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
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
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Stay crunchy.