Nice take and good controls! Didn't get you had to go right to continue at first time
(didn't see if it was written somewhere) But its a good puzzle game!
Play game
Elemental Dice Walking's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #548 | 3.750 | 3.750 |
Enjoyment | #1175 | 3.214 | 3.214 |
Overall | #1251 | 3.333 | 3.333 |
Presentation | #2280 | 3.036 | 3.036 |
Ranked from 28 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 move the dice in a puzzle - erm - way
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Quite fun! My favorite one so far in my queue! We had a pretty similar dice rolling as movement idea, great minds think alike!
I just avoid all the element tiles, also you can get stuck when there’s not connecting path to the star
Hm? I don't understand, although there are ways to get stuck unfortunately. I just don't think like that.
Not sure if You know this, but You don't have to always get the star, it just gives You points. And You won't be able to avoid elements after few screens, it gets more difficult every passing screen. And You get points for destroying obstacle, so its better to do it.
Look at the cover art - how are You supposed to avoid obstacles here?
Okay, its a bug unfortunately, You can read about it below in the comments, but it has nothing to do with the star. Often its not possible to get to the star.
Though technically You actually aren't stuck here - You just need to go beyond the left part of the screen , and navigate to the bottom. The level generator sometimes breaks in this regard unfortunately, but there is always a route, just sometimes leads backwards. Its silly I know. You can also just restart the game to see a level generated differently.
I also advise to play in full screen, then You can see a bit more and it gets easier.
Feels like this could go on forever, there is no challenge really...
As long as you have a clump of 4 tiles, you can reorient yourself however you want and there is no penalty for doing so and taking it slow. That way you pretty much never should lose lives unless you're just accidentally doing a wrong match. I guess the "difficulty progression" adds more and more holes to the floor so at some point you actually might stumble on a spot where you can't reorient anymore and are forced to take damage.
You did a pretty good job at showing even the non camera facing faces a little bit so that one could more easily "attack" up and right too but there were still quite a lot of spots where I just needed to rotate back to make sure. I guess it would of have made more sense to have the player progress to left or have the camera tilt so that the front face was the visible one. Now it's most of the time showing the back face which isn't that useful. Even though it is the same as the front one but my brain didn't allow me to trust on that fact most of the time. 😅
The UI would have needed some more love. The text overflowing the box and not having any padding on the UI elements makes it look sloppy. The whole help screen looks like it was hastily thrown together in the last second with all those misalignments, spelling errors etc.
So yeah, it would kinda need some additional mechanics like timer or something to make it less trivial. Bug good job anyways! 👍
1. I mean I don't see a problem with these 4 tiles. I wanted to have a way for the player to reorient itself and its working - can't say its there by design but when I saw it, I decided to not implement another mechanic to rotate. The game is procedurally generated and although its possible to generate precise solvable levels - maybe we will try to do it, I would like experiment with generators more, have barely any experience - the 4 tiles are there to make sure the level is always solvable. And most of the time it works. And it also lets You feel smart, and even for some reason drop the game, don't know why ;) but yeah You saw everything. You can read below that someone went to 4k points, and needed to go back to reorient itself, even when there was no 4 tiles - now that's being engaged!
The time pressure could be done, but we didn't want it really, now the game is more chill, like a minesweeper. What we should do is a high score table, it would become competitive on its own. Though people would find out there are bugs later in the level generator:P
And You are slightly wrong about penalty, its there. You get points each screen and You get less if You took more steps. It should be better balanced to make it more clear.
2. I agree. Actually - from the very beginning - I wanted to show projection of the face on the floor, that way You would always see what would come next. Heck, it could've even been just a light in the correct color. But somehow scrapped it, don't know why.
3. I mean, sorry but we chuckled at "looks like it was hastily thrown together in the last second":D Of course it was thrown last second, its a jam:D And even now when we slowly fix the game, we don't touch the UI, it won't make this game any better, there are games without menus at all and they work. I think for the next jams we will just prepare snippets/framework for menus and stuff, because its not what we want to focus during jam at all. Well unless its a part of gameplay, not a utility.
The text was written in like two minutes, so pardon my lousy English, im not a native. But I can't find spelling errors, where are they?
3982, almost 4k. I liked this set up of matching 3 types so much more than the games that require matching the number, great job!
Cool concept and pretty well presented too.
(don’t worry about the bugs; nothing got in my way of having fun with it!)
Cool idea to use a custom dice with unique symbols instead of the usual six-numbered one. Really easy to pick up and play and a fun little experience. The sound effects were a little loud and obnoxious but that's just nitpicking. Great work!
Yap, the mobile version is quite bad, did You have textures at all? Mine is mostly white. And I am also bummed about low res in mobile, don't know why it its that way yet.
Can You explain what was not clear? Looking at your avatar I assume You are familiar with pokemon starter types, it works almost like that.
EDIT: Ah, touch controls were not clear - yeah, they could be better, show some buttons on screen.
I already observed the delay on firefox, on chrome works much better.
About stuck, interesting. The level generator actually has a check to verify if its possible to go forward. So if I understood correctly You had to go back, and then You would be able to finish level? But You couldn't because camera moved forward.
Nicely done! This primary game mechanic is easily the most prominent interpretation of the theme, but this one is so far my favorite version of it! It gives you lots of room to solve it how you want it instead of being such a small puzzle map that there's literally only one solution. Nice work!
Oh You are very true about it. Like always - no time to do that:P I actually wanted to pursuit a more fun experience, I envisioned some power ups where You can break multiple obstacles at once, or dash through them. Also we wanted to include a high score table, which would let You compare Yourself to other. You can say that the game is very unfinished in this way.
And yeah, something like dark matter would be a good idea to put more stress into the game. Now its a bit too tactical.
Leave a comment
Log in with itch.io to leave a comment.