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ReRoll's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1126 | 3.571 | 3.571 |
Creativity | #1228 | 3.429 | 3.429 |
Overall | #1444 | 3.262 | 3.262 |
Enjoyment | #2199 | 2.786 | 2.786 |
Ranked from 14 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?
A core mechanic is the risk reward of re-rolling the whole play space.
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
This has a really cool idea and felt very polished. The graphics also had a very nice style. I think the movement could be tightened up a bit, but overall this was really neat! Great work :)
Thanks! Could you elaborate on the what you'd enjoy tightened up about movement? See my response to the other comment too :)
Simple yet challenging to play. Definitely have to risk it all a few times with 'R' to get a platform to jump. Would be awesome if we have a some sfx for the game to juice up the gameplay. Also, a bit of nitpick, but the movement felt a bit floaty. I think for platformer, keeping the jump mechanic tighter would make the game feel much better. Overall, this is a solid entry. Good job!
Interesting, could you be more specific about floaty? At the moment the air control is 100% what it would be on ground which I'm not in love with, but was time-limited to implement better controls for momentum etc. There is a blaance though, because one of my favourite parts is being able to adjust midair to catch an opportune dice. Thanks for the feedback!
Really original concept! The presentation is also really good!
This one has the .. moving platform concept on.. whole another LEVEL..!! :DD .. Nice work!
Hey! Thanks!
Cool game, well done very original
Interesting concept! Art looks great. Well Done
It looks really nice, but I don't really understand the purpose of using R. It destroys half the level. Is there an advantage for using it?
There's not always a route to get to the goal dice , so destroying the level gives you new platforms to get there as well as being able to jump along the falling dice. The risk/reward is also in time taken (would have included a timer for more points per goal if I'd had time) as new platforms/falling dice often provide faster routes than navigating up and over.