Perhaps the best looking game in the jam. Such a good feel to it, the movement that complements chunky voxels. Amazing work in 24 hours
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Roll of the Dies's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #41 | 4.600 | 4.600 |
Overall | #438 | 3.733 | 3.733 |
Enjoyment | #789 | 3.400 | 3.400 |
Creativity | #1823 | 3.200 | 3.200 |
Ranked from 25 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?
Rolling the dice and switch to player to kill enemies.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
很棒的作品,非常有趣(且困难哈哈哈哈)!视觉效果也很棒~
我在想如果作为jam后版本,角色控制器是否值得更多的探索,我想每次移动固定翻面的移动模式可能会让roll点更清晰一点呈现,也许随着节奏移动也很有趣
另外点数的能力也许也值得探索,不过也有风险,可能带来太多的信息?攻击力是个不错选项~
不过如果限制角色的移动速度,并且每次移动固定翻一个面的话,也许可以混合能力带来一些动作和策略结合的维度,当然这样可能快节奏的乐趣就失去了,令人苦恼
jam版本就很有趣,也能想到很多值得探索的空间,nice job!
是的,你的思考应该也是很多开发者都会在这个基础上会联想到的点子的涌现,包括我自己也是会去想这些方向,不过某些方向因为之前已经有过类似的尝试经验了,会告诉我:如果每次翻面需要跟随节奏,那么整个世界也必须是统一的节奏,否则这种规则仅仅只对玩家做限制,会让玩家感到非常大的不流畅性和挫折感,并且他会将他的死亡怪罪到你的设计上;所如果是偏向于流畅和爽快战斗的,玩家思考的时间窗口就会小,策略性就要降低到尽可能少而简单,Roll点清晰的问题其实我在后续版本已经解决了,我在滚动的过程中都会持续的显示出当前的Dice点数,玩家可以在极小时间窗口内反应过来此刻是有利还是不利;然后关于点数能力的话其实是有探索空间的,只要每一次只是对某一面进行改变,并且有足够的时间给玩家去习惯,改变的频率够低,对玩家来说就不会造成负担,另外如果吃到一个短时效Buff,所有面都变成6,对玩家来说反而是变简单了,利用这段时间爽就完事儿,也是一种合理的设计。
感谢你喜欢这个游戏,并带来思考!
The game is absolutely beautiful, and you clearly spent a lot of time on all the little details. I personally would not have understood most of the mechanics if it wasn't for all the comments here, so I'm glad I looked through them first!
The enemies seem pretty punishing, so at first I tried to approach it at more of a careful pace. However, it seems like the controls may have been designed for a controller in mind first, so the default attack is small and downward if you're not moving. I'm also not sure if the rolling of the die affected movement or if it was just the animation, but I found it a bit hard to position myself where I wanted relative to the enemies/obstacles. I personally felt like the game would be even more fun if you removed the die mechanic entirely and just made it about positioning and combat -- I'd definitely play it! :)
This is the best looking game I've played so far. It was very fun to play, and challenging! I didn't realise the dice roll was damage at first, but didn't stop my enjoyment. Great game
Gorgeous game and a quite challenging, I liked the mechanic of the roll of the dice being how much damage you dealt, though took me a little to catch on given no real explanation, the difficulty may be a bit overkill as well with the sheer number of shurikens and them tracking you, though it does feel quite good when you manage to get to an enemy, get a good roll, and take them out, very satisfying. Nice job!
The art in this game is absolutely amazing. It has a lot of detail for a game made in 48 hours. The audio is also on point. The game itself is quite challenging, but still very fun and satisfying to play.
The game’s 3D art, animation, VFX and SFX are awesome! I can’t even imagine how all these can be done in 48 hours.
If there are any suggestions, I would say maybe the stopping time after each hit can be shorter. When there are too many shuriken the long stopping time affects the rhythm of the fight (personal opinion). Overall, I really like this game!
游戏的3D美术,动画,视效和音效可太牛了!我甚至难以想象如何在48小时内做到这么好。
如果说有任何建议的话,也许每次攻击到目标后的停滞时间可以短一些,在面对多个忍者镖时停滞时间较长会有些影响战斗节奏(个人意见)。整体而言我非常喜欢这款游戏!
视频引来的,画面很棒!
但是minecraft的模型更接近于一种特殊的lowpoly风格,使用体素描述物体的形状甚至是和mc风格相违背的(区别在于是否会在一个物体当中使用元素的旋转来描述形状),所以将mc当中的动画称为体素动画是不正确的。
同样有许多遵循mc风格指导的社区作品,使用的仍然是骨骼驱动的动画,我认为仍然是不乏风格性和艺术性的。
https://skfb.ly/oqYrO
https://skfb.ly/6YpyQ
https://skfb.ly/6VuDL
Its incredible that you have created those voxel art and managed to make them a game in 2 days! I couldn't imagine how can this be done.
But maybe if I have to say something, the animation could be tuned a bit (personally I think the lag? delay? pause? effect after hit is too long). Also (although I know the time is super limited) you could add more gameplay mechanics into the game besides "die = attack". I found it quite hard to attack while positioning myself ... (I know maybe you have refined this in later version, but that's a jam entry so, already well done! xD)
GJ and congratz for making this in such a limited time!! I am a big fan of voxels.
( comes from your video and it's nice :3
游戏的美术非常强,调色处理得很好,战斗的打击感做得很不错,在某些奇特的地方莫名的很细节,比如说打墙会弹刀,还能切飞镖……
变身这一点其实还是挺惊艳的,不过即时改攻击力话非常让人迷惑,因为玩家随时会在骰子没稳定的情况下出刀。
在没有方向输入的情况下,攻击居然是自动朝着下方的,这导致我经常打偏。敌人目前来说可能太强了,也可能是玩家出刀硬直太大?总之很难打赢,我跑酷到了结尾似乎也没更多的展开了。
The graphic of this game is astonishing, especially for the color, the hit feel is great,too.
In some aspects, it is inexplicably detailed, , for example, hitting a wall will bounce your attack, and your attack can bounce shurikens...
The transforming part is great, but change your attack at battle time is really confusing, because player will attack before dice have a stable number.
Without axis input, attack auto aims to down direction, which often makes me hit the wrong direction. The enemies are too strong, maybe it is because the player have a too long recover time? It's very hard to kill enemies, after I run to the end it seems there is nothing more.
链接:https://pan.baidu.com/s/1mO8X-hGP3lwUTlSzYVzDjQ?pwd=8899
提取码:8899
之前的版本有很多问题,上面是修复版本,即使骰子没稳定也能准确的知道你的攻击伤害,手感调整了不少,往下砍的bug也修复了。
Best graphic design so far.
I would appreciate if i could notice the damage i dealt was based on the number i rolls, i could be more intuitive.
Beside this, i did enjoy your cold steel combat, well done!
This game is GORGEOUS! I liked the movement and the setting, just found it a bit too hard to aim attacks sometimes, which resulted in clanking with the scenario and most often than not dying afterwards.
The artstyle and composition in this game is super nice! You managed to get so many details in it in such a short amount of time. It's the best looking entry I've played so far :)
Holy shet man did you make all of this yourself in 2 days!? That was frkin EPIC man, really NAILED the GAME FEEL!.
The lower framerate blood effects and water ripples, the freezeframes (although sometimes there were too many freeze frames and it genuinely felt like the game was dropping frames and lagging) the screenshake, u even got death sounds and stuff for the enemies and player.
Also cube falls off if you rush through the level to the very end lol but for 2 days this is already too much man! Also there is even joystick support! it was better when played with joystick tbh, felt more immersive
Did you use some asset/extension for the freezeframe and screenshake or did you code it yourself?
Also how long have you been doing gamedev? cuz all this isn't beginner level stuff you definitely are experienced
Thank you for enjoying my game, I've made most of the resources for this Game jam, a small part of what I've had before, about freezeframe animation, purely making a separate model of each frame animation (laughs), and I've been doing game development for almost 20 years. Now my liver is in pain lol.
The art is gorgeous, just can't believe it's done in 48 hours. The levels are getting juicy and strategic later on, and I just can't help myself clicking and getting killed lol.
Also I really like the idea about roll and die!! Great job!!
I really enjoyed your game, great job! I found one thing that didn't feel right. If you stop rolling you always attack backward or down or towards the camera. It makes it a lot more difficult to perry and attack. Otherwise, I liked it!
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