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Dicego's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2988 | 2.777 | 3.000 |
Enjoyment | #3456 | 2.315 | 2.500 |
Overall | #3711 | 2.392 | 2.583 |
Presentation | #4410 | 2.083 | 2.250 |
Ranked from 12 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 roll dice by pushing them across the infinitely many levels of the game.
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
I played your game. it was really cool.
Could you please take a look at my game?
nice idea, nice job
Good interpretation of the theme. Graphically, the game could do with a bit more polish. Music could also add greatly to the game. For something made in 48hrs though it still came out quite well.
A very simple and entertaining game! I really liked the concept. Some more polish could go into it, but I feel like anything I could comment about is probably already known.
I like this game very much! I think raytracing adds a very nice touch and your mechanics work very well. I guess it would have been better to fix the amount of dice rolls you have istead of the time but still a good game to play!
Kitty for that one! =^.^=
Wow, I’m happy for all this attention my game received recently!
To answer your comments:
The game was made using raylib-rs, which isn’t a game engine per se, but rather a game library port for rust, an elegant programming language with tagged unions that I love and used in the game.
Apparently raylib only handles key presses right when the key gets pressed, with no repetition, so the player has to spam the arrow key. Didn’t know that when I chose to try raylib this time, but now I learned.
Recently before the game jam I made a roguelike, and I had its code structure still fresh in my mind. As it turned out, this jam’s theme matched quite well, and while I hadn’t picked the tech to use on my game jam until Saturday night, I could still pursue an architecture similar to the one of my roguelike. I initially planned for a roguelike that used dice, but 4 hours before the 48h deadline I had issues in detailing and implementing this rule, so I went with another idea I had during the first hours of brainstorming: a game where you push dice like in sokoban so that they face up a certain number. As making good puzzle levels is hard, I used the dungeon level generator I built for the previous idea, made a dice placer and all the related code, and so it came along.
I feel like the ‘puzzle’ term I used in the game description is a little bit a misnomer, maybe reaction game would be better?
This is one of the most impressive works I have seen. I am talking about the code! What engine did you use as @Zechy asked? The controls were a little annoying! But apart from that the game is very well developed!
BEST OF LUCK :)
P.S. Check out our game too.
I must ask, what you use to made this game? It wasn't surelly a engine, but it looks it's written whole by yourself. That's a great job for the 48 hours!
Only thing that was annoying is the controls, when you must be repeatedly press arrow keys.
Impressive level generation and use of fog-of-war. I think a timer wasn't the correct choice of challenge here though. It's too easy to just brute-force it without thinking and it takes away from the puzzle-feel. I would've liked challenges like "make sure every number is unique" or "flip the dice so the product of all pips is 24"
Fun to play. Good job!
Very fun game!