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A jam submission

The Blocky Diemen Inc. Team Bonding Dodgeball BonanzaView game page

Just teams of dice playing Dodgeball
Submitted by anttihaavikko (@anttihaavikko) — 2 hours, 52 minutes before the deadline
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The Blocky Diemen Inc. Team Bonding Dodgeball Bonanza's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#574.3094.309
Presentation#644.5274.527
Overall#714.2004.200
Enjoyment#2953.7643.764

Ranked from 55 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?
Team of dice playing Dodgeball

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

Viewing comments 28 to 21 of 28 · Next page · Last page
Submitted

The artwork and music are great. The animations and scene transitions are great. The concept of the game is good, but i feel falls to much to randomness. in my third match, just due to chance, the AI was able to take out all but one member of my team before I got my turn. The changing numbers every shot means how far you go each turn is luck based more then skill, and you can easily end up in a no-win scenario. Adjusting gameplay to somehow favor strategy over rng would help. however the idea is good and the presentation was well done.

Submitted

Oh, this one's a definite standout! Really original spin on the theme, intuitive gameplay with surprising strategic depth, energetic presentation-- What's there not to like?

Submitted

Amazing game for a 48h game jam ! You did a great funny puzzle game and art and music fit very well ! Congrats !

Submitted (1 edit)

Looks and feels are really nice, gratz. I really like how You went all in with the mechanics and explored almost all possibilities in the field, like this randomizing points to the ally when hitting it. I also liked that the dead dice stay in the field and block movement.

Honestly I think the mouse control was almost okay, though its not that good on touch (there's no way to see the number on the dice above because it says "pass"). And I see You apparently have no idea how to fix it. The throw button could very well be in the middle of the screen and there would be no problem with pressing beneath it. You could also utilize double taps, like a confirmation to pass, to move, or even You could do changing modes (move/pass/throw) but this could slow down the flow of game. If You focus only on mouse, then you could also utilize right mouse button to pass, simple - though probably not so if You have a touchpad.

I really disliked the RNG. The game can go well and then suddenly it flips on its head and you lost. Great. You could fix this by just providing what values will come next. Like in tetris, where You see what piece will be next, You could just show the next number and change only one each time. This would however change the game a bit, minimized the chaos factor. You could also just show all next numbers, but it would be difficult to do it in a visually pleasant way.

Maybe it could go completely another way around, like displaying the numbers on the field, and have them randomly move left, right, up down. Or randomize only at the beginning of the game, but when You kill the enemy You get its weaker number, which would balance the game evenly. Possibilities are probably endless;)

Developer (1 edit) (+1)

Yeah I really only made it for mouse (with the undocumented hotkeys WASD + space to support it too). And I think it works decently but of course there are some arrangements where multiple passes and throw are too clumped together. Touch should work pretty similarly except of course it's way less accurate and hover is an awkward hold and then your hand is covering it (and can't even release on the same spot or it will trigger the click too). But yeah, loads of options what to do if I were to target touch devices, especially on smaller screen, too.

Yeah the RNG can get quite RNG indeed. I think it serves its purpose ok enough in the current small but of course were I to extend on the game, something needs to be done. As you've explained too, loads of options on different ways to go.

Thanks for the feedback! ❤️

Submitted (1 edit)

What a game! What an excellent game! The moment I understand passing and realized it's kinda puzzle game.. Oh my.. It is turn based but still a lot of action there. Music helps a lot. Even that small detail when I tried overshoot my teammate and it decrease his value with that ouch animation.. And it has multiplayer.. This has to go to top 10!

Developer

Thanks! Yea I did intentionally leave the mechanics "untold" so that player could have their own aha moments when they figure them out. Of course it can bite me in the ass too if the mechanics aren't simple enough. That's where proper testing would fit in in a normal scenario. 😅 And the bonking mechanic doesn't just decrease the value but fully randomizes it so it's a tool to be used defensively (though of course a bit of a gamble).

Submitted

Oooooh, I used it twice and it always generated X-1 value so I didn't tried it again. Good to know, now I don't have to idle 20 turns in the last level :D 

Submitted

Stellar presentation! One of the most beautiful game I have seen so far. The art is cute and the game has its own thingy, really liked that!

Gameplay-wise, I had a decent amount of fun but it felt a bit too random maybe? (well, we’re talking about dice right?). I had one session where my whole team just got butchered round 1 by the PC without being able to do anything.

Apart from that I really liked it. Additions and improvements are limitless! Special powers, special terrain, characters (team captain with bending shots?)…

Submitted

Sooo juicy! I like it

Submitted

the way the music shifts around keeping it from getting too repetitive. the art looks excellent very clean, and readable, the color choices work great to contrast the background and both come together for a nice cute and wholesome look. 

I certainly didn't die on the tutorial level trying to figure it out and I don't know who told you that but after a round of messing around the gameplay was intuitive and reminded me of a light version of tactics style gameplay.

Unfortunately There's not much feedback I have in regards to improvement, one pretty tiny thing was I didn't know what hot seat was on the menu until I clicked it. I suppose there is room for a few quality of life things like a slightly more comprehensive tutorial and level select but again I'm really digging deep for that.  Over all excellent job!

Developer

Haha yeah, I guess the "hot seat" is a bit of a blast from the past. As both a term and a play mode as well.

For the tutorial, I really intentionally went very minimal this time as the main mechanics are so simple. The player is bound to notice the options they have, pass and clear come up in text form as soon as you get the ball and movement squares are highlighted too. With a little bit of experimentation those everyone should find how to do those. And most likely even before that, you've already witnessed one round of enemy giving you an example. The base "if attack value > defender -> ko" mechanic can of course be not immediately understood either but shouldn't take too long.

And yeah, losing in it is of course very possible and I don't even think that unlikely. All it really takes is one majorly awful throw for your team and then the enemy not having that bad luck. And of course if you derp around learning the mechanics, the enemy will have even more of a chance for that. 😅 At least there is pretty much zero impact on losing, especially if it happens quick and not from a long drawn out battle.

Don't think level select would really bring anything to it on the current state. But of course if I were to continue developing it further. Well depending on what route I took it of course. Right now I'm mostly thinking of the roguelite route where you can acquire new skills that change up the functionalities and dice interactions and make interesting combos etc and you see how far you can take your team. But of course that way needs a good amount of thought on how to do it so that the RNG doesn't screw you too hard.

Thanks for the feedback! ❤️

Submitted

After reflection hot seat might have just been a gap/brain fart for me. It didn't impede my experience.  It feels weird to clarify but I think it was simply useless feedback by me in the first place.

Developer

But it's a good point though. The term is indeed archaic and not that widely known anymore as games nowadays don't really have such mode. Hell, even all local multiplayer modes are a bit of a dying breed unfortunately. And if someone doesn't know the term, there is a risk of them clicking on it to see what it does, if it toggles something etc. Exactly what I wouldn't want and that's why the button is smaller than the play button and so on. So I think more clarity would have been good there. If the button said "hot seat multiplayer", at least most people would get the point that it's some sort of multiplayer mode.

Viewing comments 28 to 21 of 28 · Next page · Last page