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Intercontinental Balistic Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2191 | 3.067 | 3.067 |
Overall | #2929 | 2.700 | 2.700 |
Creativity | #3176 | 2.700 | 2.700 |
Enjoyment | #3370 | 2.333 | 2.333 |
Ranked from 30 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?
My game has a crazy king that rolls a dice, if the roll is 1, you lose
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?
Yes
We created the vast majority of the music during the game jam
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Comments
(Josh)
For as simple as this game's premise is, it was still fun. I had the thrill of rushing to beat the last level and stop the mad king just as he started to roll his die, possibly to roll the 1. I stopped it before we could find out, though. :)
Keeping the mad king on screen and showing his reactions was brilliant. It was a blatant reminder as to why I was madly pushing boxes around as quickly as possible.
Mechanically, the puzzle solving was fun. The one thing I would have liked was an undo button to avoid having to restart the entire level when I accidentally push a box onto a wall or a corner.
Good game!
Nice game. Amazing graphics. Please check out my game.
would refuse to launch :( looks fun
Cute design !
Cute art, but the gameplay of just moving around boxes onto switches is not very engaging or interesting.
Suddenly dying due to luck and then having to move the boxes again isn't fun.
Also having to constantly spam a keyboard key in a single direction instead of holding it down just makes my hand hurt.
Still, good job on making your game :)
Thanks for the feedback!
The gameplay would be fun only because of the puzzles of moving boxes to switches can make, like in sokoban, but my level design was really poor in that aspect, so the game didnt became so intereting.
And the randomness of diying would be less frustrating if the levels were shorter too, i think that idea is the soul of the game, you have that anxioussness and motivating to win before the probability of the dice beying 1 become larger.
But yeah, the lvl design was poor, especially with the maze smile lvl...
The holding option is really something i want to add, would help a lot in the game!
Thanks! I learned a lot with this game, on next ones for sure i wont repeat some mistakes
This game is funny the first time you play it, but after that it is just annoying that you just randomly die. If you meant this as a one off joke then it is funny, otherwise, not a great mechanic and the actual gameplay is unrelated to the theme.
Thanks for playing my game and for the feedback!
I dont think randomly dying is anoying, the pressure and anxiousness that this gives is really cool.
But what i can tell i made wrong was the level design, making shorter levels would made the game really better at the "frustration", and once the player dies, it'll be capable to reach out the last place faster..., Without doing boring stuff like on the smily room
I loved the pressure sound, the king rolling dice is awesome. Sadle the gameplay mechanics is a bit slowly. A possible feature can be related at the king roll, maybe he speed up the player or put monsters or clear one pedestal
Most of my thoughts have already been commented by others here. Some things I would also point out is that the wall tiles look too much like the ground tiles and can make it look like you can walk places that you can't. I would also say that having a random fail state that has a 5% chance of just ending your run is really not a good idea. It means that any run you start has some chance of literally being impossible to complete for factors completely out of the player's control. The levels are also too big and serve to artificially stretch out the play time, which runs counter to the idea of speed running.
The concept of this game was super fun! I just wish that I didn’t have to reset the level every time I made a mistake, and also that I didn’t get repetitive stress injuries from moving.
Well done overall, though :)
Thanks for playing my game! And for the feedback, i apreciate it!
The controls and the reset button are classic things from sokoban, but, youre absolutely right, my game has a lot of speedrun and huge levels, probably i didnt made the best choices for this style...
The levels are long and the main action the player takes is walking through corridors, which makes them boring. The concept of the die that could cause a big trouble at any time might be interesting, but not in this kind of game in my opinion. It makes it feel like a speedrun with an unknown limit.
Some of the puzzle ideas where nice, perhaps with more time to work on the design it could have been a really nice game
Thanks for the feedback!
I liked the merge of the sokboban with the speedrun, but i agree that i didnt made the best of the choices on lvl desingn
The cut scene at the beginning was really cool and it seems like it's a very story driven game, that puts a lot of emphasis on textual information
Just the mechanics were really not intuitive because you had to spam the WASD to move
Great game!
Thanks for playing my game! And for the feedback, i apreciate it!