Wow very creative game! It has a super charming artstyle and nice music it was very fun once i figured out how to play, gj!
Play game
Roll and Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1522 | 3.313 | 3.313 |
Presentation | #1902 | 3.188 | 3.188 |
Overall | #2043 | 3.031 | 3.031 |
Enjoyment | #2712 | 2.594 | 2.594 |
Ranked from 32 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?
Through wordplay of "dicing" also being used in the sense of "cutting" things, with a rotating ("rolling") cutting board
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 created the vast majority of the music during the game jam
Comments
Cool idea! It took me a while to figure out how to play, but it was a lot of fun when I got it.
Original twist on the theme! Visuals were amazing and the music was just perfect :)
The game was easy to understand and I had a lot of fun with it! Keep it up :)
Interesting idea, I would recommend putting some more information on the game page to explain how to play as it took me quite a while to understand what I was supposed to do.
It takes a bit of practice, but you can get the hang of it (my highest score was a little higher than 1700). It didn’t maximize for me, which made it a bit hard to gauge sometimes.
Maybe throw some alpha/translucency on the knives to see the needed slices underneath? I get why they’re so close together, as you can line up the slices, but they also feel in the way a bit.
I also find it interesting what games decide to ‘punish’ and what just gets a pass. So I let it play out and there’s an end where it stops, making it a score attack, so it sort of makes sense to not break a heart over a not completely sliced object. But then you can ask, why have hearts at all?
Thanks for playing our game!
I wasn't as involved with the coding, so I can't say much about the fullscreen issues, but it might work better in a different browser.
You bring up an interesting point with the hearts. I believe the idea was originally from earlier in development, before variable scoring had been implemented, to prevent the player from simply spamming cuts for a perfect score. We might have revisited the concept of the fail-state if we'd had the time, but at the very least we didn't think the hearts detracted from the game enough to justify removing in the end, considering what little time we had.
Though, I think they still somewhat serve their purpose, especially in the context of a jam where reviewers might not be as familiar with rhythm games. If there were no hearts, someone who is not concerned with score might simply spam inputs and hit every cut, thereby "winning" the game in their mind and moving on without really experiencing what the game is about.
(Also, just to flex, my highscore is over 3000--though, I did write and chart the song...😉)
Just to chime in as well, the hearts were actually added after the scoring was to... disincentivize spamming. I actually personally prefer it with the hearts in there, because then I know exactly how much leeway I have with trying to get a certain cut or not, though that's just my personal preference of course.
(my high score is 3089, so *barely* over 3000; the maximum score you can get is 4000 - there's 40 cuts, and you get up to 100 points per cut [though for 100 you'd have to be frame perfect])
Very neat and cool idea! I was very confused at first and had no idea what I was doing, for a while I thought I was supposed to try and cut the colors in half? I wonder if I was out of sync though since I read these comments and noticed that could be a refresh issue. After going back and giving it another go it started to make sense (or it was now synced?) Maybe some sort of brief tutorial or something may help prevent some confusion?
Anyway very cool and clever design! I could definitely see something like this getting expanded into something bigger!
The issue is that the assets load asynchronously, and I didn't have the time to implement it waiting on all the assets to load before letting you out of the main menu.....
Which is particularly bad with the music because that one starts at 1. The moment it is started in code 2. The moment it's loaded, whichever of the two comes later (it needs both), so if you start before the music is loaded, it starts the music too late causing everything to be out of sync
Very clever idea! It took a second to figure out when to use each knife but eventually figured it out. Well done!
I did not get the idea at fisrt but then it became a really fun thing!
Good use of the theme. Audio and graphics worked fine in my browser (Windows 10, firefox). Would 100% play this on mobile.
Mobile is actually technically already supported in the code I wrote, the issue is that it doesn't propagate touch events in WASM builds - and the only workaround I've found is building a JS thingy that sends the events into the WASM code, but that simply isn't in the scope of a 48hr game jam.
That said, the underlying issue is likely to be resolved sooner rather than later!
Yeah, that should even be possible as far as I know - however I have so far never built Rust for Android or iOS and know next to nothing about packaging for these platforms either.
That said, the web build is known to work minus the input issue, so I'd honestly just stick with that & rebuild it once there's a fix for it upstream
Edit: I just wanted to check if I've subscribed to the GitHub issue [I forgot as it turns out] and it appears to be resolved; I'll update it once the voting period is over
Was a little laggy in my browser.
And I did not get to the point where I could see the relation to the dice theme.
I really like your kinda hand draw graphics! That art style is pretty unique
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