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GMTK 22 -Dice Strategy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #4077 | 2.315 | 2.500 |
Overall | #4905 | 1.877 | 2.028 |
Enjoyment | #5170 | 1.620 | 1.750 |
Presentation | #5263 | 1.697 | 1.833 |
Ranked from 12 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?
Dice "deck" build rogue light strategy. Once the player has placed a dice on the board the dice are re-rolled each round, forcing the player to adapt their strategy on the fly.
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
This game had a very interesting take on the dice concept but overall I did not feel like I knew what was happening. The art was great, and the shop UI could use some work.
Great job making this in 48 hours!
I agree was all the reviews below.
I think the game could be really nice.
Especially taking inspiration from nice games.
But giving the player some overall idea of what's going on in-game is important.
I could not figure out what I am supposed to do as a player. I agree with the previous reviews, especially with the ones from SquishyTurtleGames and Jaco van Hemert. The game mechanics could make the game great, but it is totally confusing to understand what they are in the first place.
Congratulations on making a game for the jam!
I think the main issue here is presentation. You can make an amazing game with cool mechanics, but if no one knows how to play then no one can enjoy it. The game seems to be functioning and I can do stuff, but without knowing what to do I can't make any progress. My feedback is just to work on introducing your game to the player. Best of luck!
Figuring out what was going was hard. The wall of text in the beginning was not the best, maybe going with some sort of tutorial next time could be helpful. Either way, congrats on making a game in 48 hours!
Seems like it would be fun based on its influences, but I was unable to figure out how to play. Maybe a more fleshed-out tutorial in the description would be helpful?
For the most part, I couldn't figure out what I'm supposed to do. I think some direction on what the goal of the game was would have been helpful; I couldn't figure it out even after rereading the instructions, so I couldn't really play a lot.
The game looks like it has a lot of potential to be an interesting experience though!