I really like how when you die, the end screen says you di(c)ed! XD I've also definitely bitten off more than I can chew during a game jam before, so I get the feeling! I think you have a really good base to continue off of for this game though! It was fun to see the different attacks from the different classes, and really liked swiping at the enemies! 48 hours is a really short timespan, so being able to submit anything at all is always a win in my book! Good work!
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Role Roll's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1553 | 3.303 | 3.303 |
Overall | #2108 | 3.000 | 3.000 |
Presentation | #2322 | 3.000 | 3.000 |
Enjoyment | #2430 | 2.697 | 2.697 |
Ranked from 33 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?
The player is a humanoid dice, and can dodgeroll.
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
I found out how to go OOB using the dash against wall, and was able to speedrun by avoiding how the enemies! :D 10/10, save the animals
It's a pretty fun idea! I started with the 4 , so I had to figure out the inputs by myself if I wanted to progress. But it was good this way, the control are intuitive and feels great to use. Some of the weapons and powers are interesting, but in the end I found the 3 to be the most useful in all situations. Especially against archers, which are merciless! If it weren't for them, I think I'd had more fun switching weapons.
The visuals are clean and nice. As for the sound, the foot steps get quickly obnoxious, they're a bit loud and repetitive. But it's nice to see different environments in the game. I loved the architecture and look of the tiles!
Globally it was a fun little adventure, with a smart concept. Some flaws here and there to make it perfectly balanced, but solid basis.
Hey, thanks for playing, and congrats for getting the first Any% using OOB strats. :D I thought I got rid of that bug, I’ll need to dig deeper. :p
Glad you liked the 3, they are also the one I found the most OP, but a lot of people would rather used the 2 to get more range while maintaining some speed. Archer are indeed a menace, I wanted their attacks to hurt since they are imo the main reason to roll, and I wanted the player to roll and hence switch characters a lot.
Audio is definitely not my strong suit, I’ll try to tune the volume down in general.
Thanks again for all the feedback!
Really fun concept! Hitting the enemies were also very satisfying. With more time, this game can become really good!
Would love if you can check out my game too. Thanks!
Fun concept, i enjoyed the different classes.
Some class are very slow, particularly the first one. Maybe you should put the tutorial for rolling at the beginning.
Very good animations.
nice job :)
Cute game! LOVE the dodge roll animation! It's fun to switch up the weapons/class of the character by rolling and trying the different weapons.
One piece of feedback I would give is that starting with slow character right out the gate was very slow haha I was very please when I found out how fast the others were.
Great entry, congrats on submitting, and thanks for the game!
I'm not sure why you went with E for shooting, felt hard to aim at the enemies. I liked the in-world tutorial on the controls and stuff though, definitely a nice touch!
I love the concept of your game, it has a great potential! The major problem I have with it is that you can only hit in the direction you're moving to, making it impossible to kite back the foes, which is something that makes waaaay to hard. But I'm pretty sure that with "Isaac like" controls (movements and aim differanciated), the game can be pure fun!
I still enjoyed testing it though, you did a very good job, gg!
Interesting idea, but there is balancing issue at the moment.
I really like the concept of having to dodge, but changing your moveset by doing that! I think it is a creative concept, but it is a bit too easy to choose which class to play. I think it would have needed a cooldown maybe, I played almost the whole game as an archer because its charged shot is ultra powerful and very safe + it is the fastest character.
But other than that, the visual are retty nice, and it feels good to play. The sound effects just a bit too loud with no music in the background.
Still a great concept, well done!
It definitely feels like just a step on the way, but I think it is a step in the right direction. Since it already feels like an old Zelda game, maybe the new abilities should be considered a reward for exploration? And maybe in the lategame you can transform the character into a dice with more walls? I think that idea has a lot of potential, and I would love to see, what you can do with it!
The game's implementation of the them was super creative and the sound design for rolling was great. Great Job. :D
Cool graphics and character design. I love the roll to dodge attack mechanic, super clever. Good job!
It looks good. And gameplay can be fun. But i mostly found myself just using long range charged shots since it was a bit too dangerous to go close. So i found myself sticking mainly to 2
It's really satisfying to change class as you charge into combat, especially when you get exactly what you were hoping for and nail the enemy with it!
The concept is amazing, execution... not as much. This was very fun to play, even though I seemed to only be able to utilize the Cleric's special power. I like that the roll was so crucial to the game, meaning you had to change characters all of the time and it kept you on your toes. After a while I got used to the different speeds of the roll, so that I could gauge the next class I would become a bit earlier and somewhat prepare for it, but it would help if the roll animation itself was tinted in the color of the upcoming class. The difference in movement speed should be toned down a bit, as this game is so centered around dodging. Everyone should move at about the same speed imo, as it was really hard to utilize the slower classes without rolling to evade and losing them to chance (it was harder to strafe away from enemy fire).
In conclusion, I used the ranger most of the time, since he has respectable movement speed and a very strong charged attack, instead of switching classes on the fly and adapting to the situation (as I believe the game was supposed to be played). Either way, great work guys, I had fun!
Check out the project I created visuals and sounds for: (please rate it :3 )
Thanks for the feeback !
Yes, I wanted to make a different roll animation by character and more visuals to help the player understand what they roll got but lacked time. :/
The game would probably need a big rebalancing pass too, and more tutorials. Special powers are a bit hard to use, because (except the cleric) they are counters, and there is no visual clue for them, sorry.
I will definitely try your game. :)
(PS: The thief is also OP because they move really fast, has a strong counter, and does 10x damages on backstabs)
The environments are cool!
The controls were explained out well, but the attacks weren't super clear how they worked
good job!
The graphics were really appealing! The switch animation, especially was impressive. Found some of the classes to not be so helpful as they barely did damage, but I may have misunderstood something. Overall cool idea!
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