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Roll 'em up's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1736 | 3.231 | 3.231 |
Enjoyment | #2436 | 2.692 | 2.692 |
Overall | #2567 | 2.833 | 2.833 |
Presentation | #3294 | 2.577 | 2.577 |
Ranked from 26 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're literally a rolling dice
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
The rolling mechanics as an attack combined with “controlled” randomness is a clever idea, but in the end I still saw myself forced to stand still (or walk aimlessly) while rolling to get a bigger number to then be able to roll them enemies down. That’s not super fun…
So solving that problem would be the first thing to do, in my opinion. Some other mechanic to allow you to somehow use the (small) number for some purpose, so that we don’t get stuck re-rolling until the god of rng decides we are ok to proceed.
But still had fun playing it, so great job! :D
The art for the game looks really cool
an interesting concept, I'm excited to see how it will evolve
Great work for only having a month of Unity under your belt!
I experienced a few camera issues that made it hard to always know where my character was but otherwise really well done
Congratulations on completing the jam!
Tying the rolling of the player to the combat dash-roll was a great way to implement the jam theme. I do think there were a few simple ways that this game could be improved.
As it stands, once the player rolls into a number they are locked into a new random roll after the dash. If the player is around other enemies this requires them to immediately dash or walk away if the roll was too low and then essentially roll left and right until the number comes up that will win. In my opinion, this isn't the best gameplay so what I would suggest is to fix the dice roll after killing a number to be one greater than the enemy's number. This would allow the player to trade up their initial dice roll and plan a path through the lower numbers to gain enough to defeat a 6 (or D20 if you really want to keep that power curve). Unfortunately, this would also need a corresponding negative loop to bring the player's power back down, but I will leave that to you, I don't want to be overbearing with the suggestions.
The music was also great, I am not entirely sure if it was done during the jam because it sounded so good. If so, fantastic!
Great work all around, very impressive for your first month in Unity.