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Dice Souls's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #574 | 3.738 | 3.738 |
Enjoyment | #656 | 3.476 | 3.476 |
Overall | #889 | 3.492 | 3.492 |
Presentation | #1740 | 3.262 | 3.262 |
Ranked from 42 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 need to keep the dice rolling!
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
Cool game! I like this idea, haven't seen it in this jam before... The theme was implemented in a 2 birds one stone fashion where you need to keep the die rolling by keeping in the air, but also when it lands, it gives a random curse, which is like rolling a die. The fact that the die bounces when hitting enemies also made it feel really cool. The game was also very polished, a main menu completed with settings to adjust music, sfx and even keybinds. A good tutorial in the beggining, with mechanics that are pretty easy to understand. I like that when a curse is gotten, a little animation and description shows up to tell us what they are, very clean. The game is long enough to keep it enjoyable for a good amount of time, and the upgrade system when you lose really makes it easy for us, non-gamers to beat it too XD. Though there were only 2 enemy types, the design of the levels kept them feel fresh, and the implementation of curses also made runs different enough.
However, some things that I feel are lacking is: The player and dice feel too slow, idk if it's just me, but I feel like a game like this would be better with snappy controls and a faster-pace. Especially since there is a curse with gravity, I think the base gravity should be increased. Next, a down button, just to get off platforms.
Other than that, the game was great, well-made for only 2 days. Good Job!
Game looks awesome and the dice mechanic is pretty nice. I only wish player was a bit faster :) Good job!
Thank you for that!
We agree, the character controls could definitely use some tweaking but 50h it is :)
I really liked it when I could bounce a dice off a knight's head and catch it midair, that was sick.
Thank you, glad you liked it!
This is the feeling we were aiming for ;)
I like the mechanics. Character felt a little slow/floaty/unresponsive, and the environment was a bit flat, but the designs were nice! Overall pretty creative entry. :)
Thank you for your comment!
The character controls couls definitely use some tweaking if we had enough time!
As for the environment... We had WAY more assets made by our artists but the deadline was so close that we rushed a complete level in the last like 2 hours xD
Is this the dark souls of dice themed game jam games? not quite but the mechanic is cool and has the main skeleton of a cute art style.
That's really cool that you also made the music for the game aswell however it did need to loop a bit better and im not sure if its just my end but there was some crackling on the high parts of the song. Maybe with a dive dodge + longer faster dice throw + quicker dice grab the game would feel very tight when fighting lots of enemies. Overall though i do like this concept Good job!
Thank you for your feedback!
Our composer hit a creative roadblock for this jam so we know it's far from perfect (but you can check our previous games if you want some good music :D). Also the music does seem to be crackling on the web build. It wasn't in our editor nor in the Windows build so we caught this problem at the very last minute and couln't spare the time to fix it, unfortunately.
The global feel of the game (character controller, and dice throw) could use some tweaking, I agree, and it could definitely greatly enhance how the game plays but we were short on time... :)
Anyway, thanks for the detailed comment, appreciate it!
I like the general idea of attacking by throwing dice, while having to catch it afterwards - nice conflict of intentions. Though I think the movement is bit clunky for a game that relies on a physicality of the actions to be fun.
Thank you!
We do agree with you, the movement could obviously use some tweaking but you gotta submit after the 50 hours unfortunately... :)
This was a cool twist on the theme. Top marks! I loved how I basically ended up playing volleyball with my enemies, instead of fighting lol - and I really like the penalty system as a concept, though I barely felt punished; rather challenged instead. And my curiosity drove me to drop the dice on purpose, just to switch it up a bit. Which may be a good thing, but I don't think it works an an incentive to actually have to catch it, if that's what you were going for (since the dice is cursed). Maybe if the penalties would accumulate, you'd really be forced to be more careful / strategically? - Eventually I ran into like 4 little dudes and the game crashed tho. Maybe worth looking into your event system.
Thank you for your feedback!
I hope you won your volleyball matches against the enemies :D
The curses in general could obviously use some more polishing. We had a few more ideas but they were very time consuming and the deadline is the deadline so... We ended up with what you played :D
The curses DO stack together, you can have all of them at once (which then basically renders the dropping mechanic useless because you then cannot be cursed any more). Did you mean like, having multiple times the same curse, to have the effect even worse?
Thanks for the crash report, did you just WALK into them when the game crashed? What build did you play? Web or Windows?
Anyway, thank you very much for your kind words and ideas, we really appreciate it!