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A jam submission

Roll The DiceView game page

Roll the dice in this incremental Dice Game made for the GMTK Game Jam 2022
Submitted by DarkFluo — 2 hours, 33 minutes before the deadline
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Roll The Dice's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#54021.6162.286
Enjoyment#55951.4142.000
Overall#56371.5152.143
Creativity#56611.5152.143

Ranked from 7 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?
In this incremental game, you roll dices to get points and upgrade your dices.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

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

Submitted

I think the comments below say it all, the only thing I can say is you made a nice simple game good job

Submitted

I think there's a lot of other great feedback here, but I think I would have liked for the dice to roll itself. I think it would have also felt a lot nicer with some aesthetic dice roll noises. Overall a neat clicker/incremental game concept.

(1 edit)

Ok, so neat concept, execution could take some work.

The good:

  • It works! It's fun! It's like a cookie clicker - click the cookie, buy a cookie machine, a cookie factory, etc.
  • Your score counter goes into E-notation! Your game didn't break because of success!

The bad:

  • No clear success state. No change in gameplay after a certain point - the gameplay is exactly the same as at the beginning. The game just goes into e-notation and that's it.
  • The shop doesn't react to my success. If I have a +250 bonus to that face of the die, I'm not going to care about upgrading my upgrade die so it does an additional +2 to the selected face. I'm just gonna keep rolling my main die. If I could buy +20, +50... etc upgrade die faces in the shop, that would be neat.
  • You have lots of unused screen space everywhere. Put the tutorial on the side of the screen so that I don't have to remember the tutorial I read once at the beginning. Put a legend next to the shop so I know what all the things I can buy do. Put the explanation how to do the upgrade process next to the workshop.
  • This may be personal taste, but all growth is linear. There never will be exponential growth to infinity because every cycle only adds. It would be cool if you could buy an upgrade that let you add a percentage of the last die roll to that face instead of a fixed amount every roll as is currently the case.
  • I didn't have any sound whatsoever.

The Bug:

  • Press A to go to the workshop, wait for the die blueprint/schema at the top to extend/fold out fully, go back to the game table. The game will pretend the die has been thrown to the same side you left it on. Just upgrade this one side ad infinitum and reap the rewards.

This is a cool game. It's a tad boring at the moment, and the absence of a success state is sad, but it works, it looks neat and it wouldn't take a lot to make it a great game.

EDIT: I had the idea that you could choose to pay more to roll the upgrade dice, with the result being multiplied. If you pay 1k instead of 20, the result is multiplied by 50 etc.

Thanks for participating and I hope we'll see you in the next jam as well!

Developer

Thanks a lot for your feedback. After the jam (or shortly before it ended) I was just devastated. I didn't have enough time to finish it. I wanted to have sound, more intuitive gameplay, some progression, stuff that'd make the game complete, but I just couldn't. Afterwards, I was just so fed up with my terrible code and lack of completion that I just wanted to let the game as it was. Don't get me wrong, I think it was an important experience for me, I learned a lot and I won't do the mistake that lead me to run out of time again (mainly trash and disorganized code) Basically, that Game Jam humbled me

But reading your comment, and seeing that the game is actually kinda fun, now that's something I never even considered. I always thought that because it lacked playtesting and juice, it was just a good idea that wasn't complete, meaning that it was hot, uncontrolled garbage. And I was ready to leave it at that, even knowing the potential of the finished product.

But NO. I won't. I'll finish it. Starting with sounds, progression, more content, better indication of what to do. Thanks for giving me the strengh

Also, for the tutorial, I basically just did the screen 30min before the "end" of the jam (7pm, not 9pm), and while it was painful to let things like THAT in the game, it was either that or nothing at all, so sorry for the wall of text and then NOTHING ELSE, but it pained me a lot too.

Anyways, thanks in general for giving my incomplete game a chance, it really means a lot, and seeing positive feedback on my half-backed project gave me confidence. Thanks a lot, random stranger on the internet ;) 

And thanks for your last idea, I'll shamelessly take it and call it mine ! (jk, but that's interesting so I think I'll do something like that)

Submitted

Getting started was confusing. Not thrilled about a wall of text that I can't seem to access anymore once in game. Once I got an understanding of how to progress, it was fun. Seeing the score ramp up faster as faster as my die leveled up, getting more dice, levelling them up; the feedback loop creating by these interconnected gameplay loops was fun to figure out and run up that ramp. The glaring issue though, is that this loop doesn't seem to go anywhere other than back into itself. I'm racking up score, because it allows me to rack up more score, which allows me to rack up more score, ad infinitum. I played for a while after realizing this and can say that I had some fun just figuring it out and seeing how fast I can make it climb. There's just a certain let-down that comes with no other goal than farming a number higher.

Developer(+1)

thanks a lot for the feedback, it means a lot to me that people gave my half-backed game a try. I'm happy to hear that it's a concept that works, and I'll keep working on it to make sure it's has complete and fun as it can be. ;)

Submitted

Interesting concept to build your own dice! Though it is a little boring to just press the Space key to roll repeatedly. 

Even though I rolled enough to have all the upgrades, I could not get them to work on the dice at all. I could click to buy them in the shop, and the dice on the lower half reflected that something was changed, but I saw no real effect afterwards. In the workshop, I could not get the dice to change. The two die in the middle didn't seem to do anything, and no selection could be made to the dice itself. Clicking on some of the sides produced a different dice towards the top, but no interaction with that could be made. Sometimes clicking on other sides of the dice did nothing. 

I hope you can continue working on it, even with the polish jam that is happening after this one is finished, because upgrading your dice is a good concept that I'd like to see more of.

Submitted(+1)

My understanding is that the shop upgrades the workshop dice. The numerical upgrades are for the left one, the modifier ones are for the right. When in the workshop, you roll these two dice and choose to apply what you rolled to the main scoring dice.

Submitted(+1)

Thanks for that. I'll give it another shot and try that@

Developer(+2)

yep, sorry for the incomprehensible incomplete game, I didn't have enough time to finish it. 

If you need more indication on how to play, I'll probably get the game updated in a few weeks, but basically yeah, you roll the normal dices to get points, that you can then spend on rolling the upgrade dices which... upgrade the dices : The effect dice tells the effect you're gonna apply on a dice, and the numbered one tells you the amplitude of the effect. Then, you can go in the shop to buy new faces to the upgrade dices.

Hope that helps, ...6 days later... but hey, thanks for trying it anyways !