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Ice Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #90 | 4.085 | 4.085 |
Overall | #104 | 4.128 | 4.128 |
Presentation | #217 | 4.277 | 4.277 |
Creativity | #218 | 4.021 | 4.021 |
Ranked from 47 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?
You roll and twist a die to solve puzzles.
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?
No
We used pre-existing audio
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Comments
That's a very clever puzzle with smooth animations!
At first I was afraid and tried to solve this fast enough because of cracks in the ice :D
Also, maybe it could be easier to play with camera at some angle. At least I could see 3 faces instead of 2.
Some levels had so many tiles that I just stopped guessing in my mind the first few tries to complete the level and just went at random. I just suggest that smaller levels are better for this game.
All in all, that's a solid puzzle game!
This takes the dice on grid archetype and does something fantastic with is. Amazing job!
ridiculously good game - so simple yet thought provoking, and really well executed. Definitely the best game I've seen in this jam so far.
The feeling is just great! I love the way the level-transitions work (even when you fail). It just adds a huge amount of charm to it. The sound really adds to that as well. Gameplaywise it’s nothing special but a good gamejam idea that has quite a bit of pre-planning and maths involved. This would probably be a great timekiller! Also I like that you always make the level-total transparent. It helps the player understand the scope and way too few games do that imo!
Well done!
Fantastic mood, audio, and visuals; game feels good to play and the mechanics are interesting and provide a lot of good puzzle space; progression of levels feels very well tuned, and the puzzles were challenging without ever being frustrating or overwhelming. Incredible job! Only criticisms are with way to tweak and improve the experience: I'd suggest an undo button, and potentially a way to control the camera, or show the unseen sides of the die--I know part of the challenge is keeping special awareness of all sides of the die, but from what I've heard from my own game as well as on a lot of these other 'dice-rollers' people have submitted is that the puzzles can be made tricky enough without that aspect and everyone just ends up wanting to be able to 'see' all sides of the die.
You should be very proud of what you've made!
Already commented -- but had to come back after completing the full game. Beautiful concept, so well fleshed out, explored, and paced... my favorite play of the jam so far. Easily top 100 if not top 10 overall, and would be pretty disappointed if it didn't make the "best of" video! Incredible work!!
Thank you, I appreciate it a lot!
The theme and design are very nice! I especially like the effect of falling from the sky back into the level. Great work!
Lovely, relaxing puzzle game! The puzzle design slowly ramped up in a satisfying way, and I like the ice mechanic a lot. My one nitpick is that like some other dice-rolling games, it sometimes feels like the puzzles are solved by trial and error, but your game definitely minimized that.
Great work!
Very well done. your puzzle design allows the dice to communicate what side is next to the player much more easily than any other sokoban in the jam! The theming is great, and had a great time playing :)
This is one of the best puzzle games I've played this jam. The requirement for net zero by the end of each roll in addition to the tiles breaking upon use provokes careful thought about how to move, as opposed to the 'guess and check until it works' strategy I've used in some other games. Ended up getting a pen and paper to work out the last one lol. Great work!
The presentation is really incredible! Fun game!
The concept is similar to others but executed really well, the puzzles are challenging and scale in difficulty quite fairly, the visuals are simple but work really well, I like the effect of the tiles cracking, the transition to levels is nice too (snow particles too). The SFX are nice too, same with the calm music. Overall I had a lot of fun!
The progression is well made. I just love it!
Fun concept, interesting puzzles, introduces new tiles at a decent rate, and to op it off, a sizeable amount of levels. Visuals and sound were basic, but nice/fitting enough. Kept me entertained from start to finish, all around great work!
An ice nice dice game! :D
What I liked?
- The concept is really good, it needs to think wisely before moving on another tile
- The graphic style is nice, the breaking effect of the tile is well made
Other comments:
- My GPU almost worked 100% all the time, I don't know what provoked this issue, maybe uncapped FPS?
- I think that it would be an interesting as challenge to also have the limit of time on a tile before breaking beneath the dice. I mean a time limit per tile, in order to spice up things.
Overall good work!
Yeah, I think I needed to add an FPS cap. Rookie mistake! :)
I played around with limiting the twisting or forcing the player to move quicker, but I preferred the relaxing nature of what there is now. I wanted to keep it chill :p
Super cool! (get it?)
Liked the way new tiles were introduced, great pacing and puzzle design, gg!
Amazing work. this game is really cool and the gameplay is easy to understand, great work!!!
I absolutely adored this game. Amazing work. The puzzle were excellent, the aesthetic is wonderful, and every new tile made me go "OOOOooooohhh..." in the best way possible. I can't say enough great things about it. Thank you making it; I thoroughly enjoyed it.
Very relaxing game, can sometimes be hard but the mood force you to keep calm and think. Great work, beautiful visuals !
Awesome visuals, very cool idea (pun intended), and overall fun to play! Sometimes I felt the ability to turn the dice on the spot was a bit too powerful. Especially in the earlier levels, you can make many moves without thinking and then fix the puzzle on the last two fields. Have you thought about making specific tiles on which the player can turn the dice or limiting the dice to only one turn per tile?
I love how you addressed this issue in the later levels by slowly introducing new mechanics that make the player think from turn one. The pacing is also incredible. Every time I had a realization that made the levels too easy again ("Wait! Those three fields always sum up to 7!", etc.) it took you at most two more levels to introduce a new twist/mechanic. Just enough so that I have time to feel good about my accomplishment and not get bored by the difficulty.
Another thing I noticed is that the levels are very linear. I always immediately knew what path I would take, the only question was how I would rotate the dice along the way. Was this intentional? I think it might also be interesting to have levels where you have to figure out which path to take as well.
All in all, you made an amazing game and I would not be surprised at all if I see you pop up in the announcement video of the Game Jam winners!
Thanks for the elaborate feedback! I think I could have cut a few of the levels early on where things got a little easy, but in all honesty my aim was never to make the game super difficult. I wanted to have it around the point where you can probably figure it out pretty easy but it's not so easy that you do it without any thought at all. The example you gave of 'simply fixing it' at the end is I think still nice to me, because the player has to think about how to fix it!
About limiting the turns... I think the suggestion in the comments below by Murrl would be nicer; with a 'bonus' for solving the level in x twists/moves. On the other hand, I notice that personally that tends to give me a lot of hints on how to solve a puzzle, especially in these dice rolling games that are prevalent in the jam.
I think I could have played around with less linear levels too, but I ended up choosing to keep the smaller ones as more bite-sized levels simply felt better to me. Perhaps if I continue this in the future, I can explore something like that a bit further :)