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Chancemancer's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #26 | 4.319 | 4.319 |
Presentation | #38 | 4.617 | 4.617 |
Overall | #50 | 4.262 | 4.262 |
Creativity | #413 | 3.851 | 3.851 |
Ranked from 94 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?
The player's damage is based on multiple dice rolls, and they collect dice to upgrade that ability.
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
It's a good game, but there are a few bugs/oversights: When you have more than 31 diece the multipliers for some of them go off screen, when you have too much damage than you might do 0 damage, health can go off screen.
Delightfully presented dungeon crawler. The sound design in particular, especially regarding the feedback from fighting, feels perfectly suited to the visuals. Quite enjoyable, I wish the protagonist well on their road to debt free living.
This is a super fun, I suffering from some review fatigue so I am going to try and keep this relatively short and sweet.
The game feels awesome to play, The combat though very simple is super fun because of all the feedback the game provides. I also really like how it is implemented in regards to exploring this randomly generated dungeon area. It made it clear that the objective in each room was to get characters buffs so that you could defeat bigger monsters and other rooms. Speaking of the bigger monsters, I like how they acted as stop gaps and that within one engagement it was made clear that the player was not a high enough level yet. When this happened I would return to previous areas go through other doors and grind up, but this wasn't really a grind because it was fun and fast. Overall the gameplay was great, and it was only made better by some excellent sound design, and fantastic but simple visuals. In fact and this is the last thing I will touch on before I end this review with feedback, I really like the simplicity of the visuals and that everything fit inside a grid square, it made the whole game very readable especially when entering new rooms, all the enemies looked unique and it was easy enough to grasp whether the room was a safe enough or outside my skill level. My feedback is that I think perhaps needs a map, i could see the player getting lost easily and not being able to return to rooms that they wanted to explore.
All in all, the game has loads of content, is very polished, and is good fun. Great work and thank you for sharing.
I definitely understand the review fatigue thing, especially if you're writing them this in depth, don't worry about it! Thank you so much for all the feedback too - I definitely agree with the map feature as well, sometimes backtracking took a while, and when playtesting it was sometimes fun to just look at the Unity scene view and see how far I'd come by zooming out, so it would've been a great feature to be able to see that in game. As for the rest, though, I'm very glad you enjoyed it - particularly the grind, I was a little worried in development that having to build up to the next level would take too long, so it's nice to know it didn't get boring! - and I'm very grateful for all the feedback, thank you!
Big fan of the exponential growth of the upgrades, was aiming for the same feeling on my game, but mine ended up being a bit simple. Also liked the giant power spikes of the enemies, it's like they're telling the player that you are not strong enough to explore here yet. The endless map also adds a lot to the adventure and getting stronger feel of the game. Highly rated !
It's great to see that you like exponential growth too, I'll have to check your game out! Also, I'm glad you liked the power spikes too - initially they were way feebler, with the snakes only at 600hp, but that quickly became way too easy in testing, and the idea of massive power spikes and lots of zeroes was pretty appealing too. And I'm glad the endless dungeon exploration was appreciated as well, it was definitely easier than making something by hand! Thanks for the feedback!
This is just great. I had a great time with it. Fun risk vs reward that eventually turns into some massive unga bunga huge number power fantasy stuff that's pretty nice as a reward. Lovely presentation and atmosphere. Awesome job.
Really cool game ! I love the art and the atmosphere, with the little dnd vibe. Well done !!
Really cool game with incredible graphics! Seriously, the pixel art is so good! The game was enjoyable, so nice work!
Absolutely polished to perfection - even though I wasn't super engaged by the mechanics, I kept playing for a long time because it was just so satisfying to bloop about the dungeon collecting upgrades and hearing that lovely little fanfare! I really appreciate that enemies don't follow you out of their spawn room too.
Thanks! Actually, initially, the enemies left you alone because I couldn't muster up the effort to implement something like A* pathfinding for them to follow you, but as it turns out it wouldn't have been fun at all to be constantly chased by high-level enemies, so it turned out alright the way it did. And it's great to hear that you enjoyed just playing about with the game - I always love games where it's fun to just press buttons and move about, so I'm glad I did something like that with this game! Thanks for the feedback!
Started playing for the waifu, stayed for the good game, I feel like the difficulty scales a lot but regardless of that is a very fun game. The graphics reminded me of Baba is you :p.
I really liked the concept behind this one! Great visuals matched with punchy and simple gameplay. Excellent work!
Cute game!! The sprites are really beautiful, and I like the particles!
Nice dungeon crawler, but what pushes this to a perfect 5/5/5 is the fact you can just rack up an inflated amount of damage. It's probably not intended, but honestly felt REALLY addicting to push that dice damage.
I loved the super-high damage numbers too, I'm glad you felt the same! Initially I think I underestimated how massive a few multipliers could get, but then realised that actually I liked the numbers so big you couldn't figure out if they were in the millions, billions or trillions, so just rolled with it. And I guess it paid off, so I'm glad you liked it!
A really well made little game! Everything felt like a solid and consistent experience from start screen to end. The graphics were well made and easy to read without being boring.
Lots of damage!!!! We need more of that game)))
Looks amazing, everything feels nice, big numbers please me! Loved the experience!
The power of compounding!
Did I win? (Btw, if you balance the game and add something like a store, I think you can just upload your game to the play market! Great job!)
Aha, that's certainly impressive! And, actually, adding in-game places to buy things was planned, but unfortunately that was too ambitious of an idea, especially considering how quickly you became massively rich. It would've been cool if well balanced, though, like you said! Well done on getting so far in the game, and thank you for playing!
Really enjoyed my time playing this game. Took a few tries then won when I just played it safe. I guess if anything, I wish it had a map so I didn't get lost in backtracking while in the low levels.
Appreciated that the damage counter just gives up at a certain point.
was surprised at how much time I ended up spending with this one! it's super cute and compelling. reminds me of old computer games. also it's nice to see another squigglevision enjoyer. it's so much extra work but it's almost worth it
I'm so glad you liked the squigglevision too; that helps to justify the concerning amount of time I spent on that! One day I'll figure out how to automate it and add hundreds of hours to my life in the process. Thanks for the comment!
One of the best jam games without a doubt