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Rigged's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #4152 | 2.268 | 3.000 |
Overall | #5224 | 1.732 | 2.292 |
Enjoyment | #5443 | 1.512 | 2.000 |
Presentation | #5732 | 1.417 | 1.875 |
Ranked from 8 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 have to place platforms to make the dice roll in a certain way
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
Pretty interesting idea. But I do have a few things to say about the game. First, the dice feels a little bit slow. This might not be a thing you can control though since another comment stated you used openGL and I'm unaware on how openGL works. Another thing is a bug I found. For some reason, when I lost a game and I played another (if it helps, the game I lost I had 0 cash), the collisions for the platforms I placed previously were still present (I say only collisions since I couldn't see the actual platforms).
Other than that though, pretty basic game that could be better.
I tried to fix the phantom collisions but I couldn't, that's why I added the warning at the beginning. As far as the dice falling, OpenGL is a graphics library, not a physics engine (I used Box2D for that). I couldn't figure out how to make it fall faster so that's the best I could get (trust me, it got annoying fast when I was testing it). Anyways, thank you for playing!
concept is there, it was a little unclear on what to do but I eventually figured it out. very impressive to create physics with openGL under the time constraints. Very impressive to make just a little disappointing to play. good job. :)
thank you! I did use Box2D for the physics though, so I can't take full credit for that lol