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Rogzee's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1823 | 3.200 | 3.200 |
Enjoyment | #2148 | 2.800 | 2.800 |
Overall | #2242 | 2.956 | 2.956 |
Presentation | #2611 | 2.867 | 2.867 |
Ranked from 15 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?
It's a roguelite game based on the classic dice game of Yahtzee
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?
No
We used pre-existing audio
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Comments
I enjoyed the use of Yahtzee mechanics for turn based combat. The numbers felt pretty off though, as the enemies did a ton of damage and I never really had to go for the higher scoring rolls as I could usually one shot anyone anyway.
Initially, I intended to roll over the damage you could inflict, so you could take out multiple enemies with one good roll. I also wanted to increase the enemy health over time to ramp up the difficulty. But, I ran out of time as the jam was very short. I therefore attempting to increase the difficulty in a quick and dirty way by just cutting off the damage points after each attack.
Good news is that I've since made those improvements and will upload the new version as soon as voting is over,
Edit: just updated it.
I liked the simple clean interface. The only thing letting it down was the standard-looking buttons as it distracts from the enemy sprites, the lack of music, and (correct me if I'm wrong) there was no way to spend treasure. But that is understandable given the Jam time limit.
I liked that it is a pretty accurate translation of Yahtzee, but using your score for combat power. It is a interesting and easily understandable idea.
Overall, I'm very glad I played this one.
Disclaimer: My game was also a Yahtzee-inspired battle system. It was good to compare and contrast our approaches.
Constructive Feedback
Suggestions
If you wanted to improve it I would probably recommend instead of using points directly for damage, use the points to purchase actions (or just have the combinations do specific attacks themselves and the score be the power) so that the player has even more strategic depth to play with.
Great feedback. Really helpful stuff there.
I couldn't do a lot of that stuff because of time constraints. I was going to make the enemies increasingly harder and have the score roll over, but just didn't have the time. So, I opted for the quicker and easier way to add difficulty to combat. I left out music to make the download size as small as possible, so people wouldn't have to wait long to play.
I'll definitely try to implement these when I have some spare time.
I really like your idea of having different combos enabling specific attacks. I've added that to my todo list :)
Interesting twist on a classic
this game remember me when i play RPG, base my moves and actions in dices and that was really good to me! wp!
Thanks. I was thinking of the early flash games while making it.