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A jam submission

Dicy the diceView game page

Use your ammunition wisely...
Submitted by Arkeon — 30 minutes, 8 seconds before the deadline
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Play Dicy the dice

Dicy the dice's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#5583.5433.543
Overall#13503.2953.295
Creativity#18233.2003.200
Presentation#20043.1433.143

Ranked from 35 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?
We made several choices to fit the theme: you play a die as the main character, your ability to move is determined by the number of dots on the apparent face of the die, the map is procedurally generated and is different at each loading.

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

Viewing comments 25 to 6 of 25 · Next page · Last page
Submitted (1 edit)

A lucky run got me to 250m. Wasn't sure how fast is enough to break walls, but the shoot-to-move mechanic is well-implemented.

Fits more to the "dual purpose" theme from the first jam than the one this year. The level has randomness but i don't see any interesting ways to interact with the randomness other than "being in it". The dice being the player makes me think a bit about the geometry a bit, but most of what it did was to tell me how many bullets (or jumps) are left.

Reading the comments, I originally thought I could shoot the platforms with my gun (but risk going backward instead of forward), so i was surprised to see that it is not the case. The gun is full-on a jetpack.

Theme aside, i think the gun can do a bit more roles, say, it may help collect ammo by shooting crates or something. 

Oh also, I observed that whenever i am out of ammo, i would secretly wish my character would slide just a bit further, so tuning the friction to very very low (proly 0 isn't that bad) would be an interesting addition to the game experience. It would also help with planning my next shot by giving a predictable slide path.

Oh yes, i see that shooting the gun applies an impulse to the player. This is very accurate in the physics simulation, however, i think directly setting the velocity would make it a much more gamey experience, since as a player, whenever I click the button, i expect it to go where i point at, but sometimes my character would boost so little, that i cannot save it from a fall. I can also imagine my suggestion to not work, since it may make the game become far too predictable and the player can just "air-dash" everywhere until they get the next bullet stack. Do take this paragraph with a pinch of salt.

Submitted

Edit: Tried a few more rounds to try to get past 5 walls broken. 

The power up is quite interesting, making the gameplay more complex than how it looks.

but the way to get there still involves many resets, which is a not-fun way to deal with randomness.

I take back the comment about the dash's physics property.
You do want the player to look after their momentum, and adding to the momentum to break through the random walls is THE gameplay. With that said i still think it is too difficult to master the control of the character.

It almost gave me a Nanaca-Crash vibe, now that i play it more times over. I think it is quite enjoyable.

Highest Score: 269m with 10 walls broken (5 during the power up

Submitted

Nice game! The player's movement felt good but it was a bit frustrating getting stuck on walls so often and it felt like I ran out of jumps too easily. Maybe would be worth having some collectable dots give you more than one additional jumps so it would be worth it to take a detour to get them.

Submitted

Nice little game, could go for hours trying to get a higher score. Nice little details having the number on the dice match the ammo you have left!

Submitted(+1)

Fun and cool, but you should really port it to html, if you want more reviews

Submitted

Really fun game! I liked the shoot-to-move style of the game and movement mechanics. The generation of glass panes could be improved a little bit. Overall, it's a pretty cool entry. Good job!

Submitted

I found myself constantly thinking 'one more' which turned to a long play session, it's a really fun game. Sound effects were nice and visuals clean too.

Submitted

I played thsi for a surprisingly long time! Got up to 331 meters :) Reminds me a lot of an old flash game called Kitten Cannon. Great stuff!

Submitted

A pretty cool idea. However, the density of the procedurally generated glass panes are a bit too much, making it difficult to break through the glass panes effectively, losing your momentum by a lot. Took me a while to figure out that when you got enough speed that the train turns red, can you break glass.

Generally, pretty good art, nice audio. It's cool seeing that you made a 2D game, unlike the 3D game from the last Brackey's game jam :D (if I remember correctly)

Submitted

It's awesome and I loved it! The procedurally  generated is cool, but I think this game could really shine with manually designed levels, so much potential

Submitted(+1)

A very fun game :)! I really like the polish and the effects. What surprises me is how well the game plays with the crazy procedurally generated walls, it definitely works! Well done.

Developer(+1)

Thank you so much Tonyl! :)

Submitted(+1)

Lovely game enjoyed playing it

Developer

Thanks!

Submitted(+1)

Very cool and different kind of game than a lot of the jam games I've played. Took me a little to get the hang of it, but really nice stuff! Great work!

Developer

Thank you MicReps!

Submitted(+1)

Very satisfying movement, getting the boost after some broken walls is so much fun!

Developer

Thank's for your feedback!

Submitted(+1)

Pretty fun game! Its a nice concept with the movement you got + the boost from breaking a certain amount of walls. Music fits nicely and art + glow effect is good.

One thing to note is that when you speeding up from going slow, breaking walls can be extremely inconsistent. Sometimes I can just click to fire, go into a wall and it breaks, other times it just does nothing.

Another thing is the main premise of the game can be circumvented by just spam clicking at the start. Firing your gun twice before hitting a wall gives you a massive speed boost that you can then capitalize on to mass break walls by spam clicking.

Submitted

The art style is great and the game feels good, but the interpretation of the theme is very loose in my opinion

Submitted(+1)

Nice game. Very creative

Developer

thank you!

Submitted(+1)

A very nice game with speed running potential, I really enjoyed it : )

Submitted(+1)

Nice game. Very creative

Submitted(+1)

Nice game. Very creative

Submitted(+1)

Really clever design. I always like it when a game revolves around one input. The dice dots are used well and rolling does have a small affect on gameplay. Would have been cool to see the addition of a mechanic like "reroll" which is sort of a last ditch effort to gain some dots before you die, but of course its completely random how many dots you get back. Other than that small crit though this game is amazing, rated it 14/15!

Viewing comments 25 to 6 of 25 · Next page · Last page