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Blobs & Dices Game Jam's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2123 | 2.814 | 2.814 |
Creativity | #2200 | 3.070 | 3.070 |
Overall | #2420 | 2.891 | 2.891 |
Presentation | #2791 | 2.791 | 2.791 |
Ranked from 43 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?
A dice is rolled in the UI elements that determines how you should play on that turn
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
Amazing game jam game, good work :)
I love the idea of having different abilities being affected positively or negatively by a roll of the dice so you have to make a set of skills that work in different situation! There's a lot of levels and a lot of abilities but player is not encouraged to use them and can go through first few levels using one attack and one support move. That's certainly something you might want to improve upon. Good job for the jam anyways!
Thanks for coming to my stream! Here's a recording in case you'd like to refer to it
Nice game tho I didnt understand it at the beginning after all nice style.
I dont quite like the art but for the rest the mechanics are pretty good:D
Easy to understand and well rounded turn based battler. Has a ton of content, which is really nice to see. Can use a visual upgrade, but it serves the game as is. Had fun trying out all the moves. Not a bad game at all. Good Job!
Definitely an interesting turn based setup. makes sense using the rolls for the number of moves. Plus there's some pretty varied abilities. I didn't mess with all of them, but I did get to see a few, besides the fact that they're pretty vague without reading the book they do sound like they could lead to some interesting situations if they were mixed together.
Although mostly I just stacked a LOT of support buffs, gotta have that regen shield and dmg up going all the time.
As well though I will say the "tutorial" is a little weird. Specifically the bit with the sword icon over the book then the levels, I mean it poi8nts out the book, but it leads you to think there's a little more clarity or possibly some more info in the book. Which there is, but you're seeing it without too much context.
Also when it comes to enemies there's definitely some interesting and kinda funny visual changes, through I will say there didn't see to be topo much of a mechanical change, which to be air, could be fine they did get dangerous enough with their multi hits. Though bit probably has more variation show up in the later levels (I'll check when I can and update here).
Seriously though a massive amount of content for 48 hours. I'm definitely gonna have to dive back in to try and see some more so I can update this to be a little more in depth. For now though, just a pretty well done game for 48 hours.
Wow, so many things to try out in this game! I'm impressed by how many moves you guys came up with, allowing players to experiment and find out what works best.
However, in an ideal situation, instead of first throwing a manual book about all the moves before starting to play the levels, it would have been nicer to give smaller and clearer descriptions about them when you hovered in them, both when you choose your preset of moves and during gameplay. Otherwise, remembering about what all of the moves do, is a challenge on its own, lol.
Despite that, I think this is a solid entry!
This game has an amazing amount of depth for a game jam game. The combat system is really intricate and interesting and allows for fun strategizing. Really cool game!
A fun combat system, the baseline for something really awesome! A little bit of progression in terms of player moves being unlocked would really help with getting to grasps with the large amount of moves available and really make the player feel rewarded as they unlock cool and powerful new moves.
Creative game awesomely presented.
I amazed you did so much in 48 hours!
Definitely a bit overwhelming at the start; as other said maybe gradually unlocking ability etc. would help overcome that. But I had fun, so :)
Thanks for comment! I'm glad you had fun!
Excellent game. Great presentation. However, I felt slightly overwhelmed by all the different attacks and defences. Maybe dripfeed this to the player throughout levels. Also, I just felt I was using smash a lot and didn't have much incentive to try other moves.
However, overall polished and the art style grew on me.
Thank you for your feedback! During this jam I didn't have enough time to code a good system for move unlocking, and the move smash is like a "Safe" move because it's damage remains a constant value instead of changing with the dice roll, but you won't be able to beat later levels only using smash.
Amazing variety for a jam game. The amount of skills and levels is insane. Great work, I enjoyed playing it.
Thanks!
Nice game! A lot different skills you can use. It would be helpful if you could see some kind of summary of them in the battle itself, or if you could unlock more as you go it wouldn't be as overwhelming.
Actions determined by a die roll is fine, but maybe RNG could have been used somewhere else as well.
Battle animations and effects were smooth. Perhaps giving more information about the enemies and how many there are going to be (per wave?) would be a great addition.
Good job, lot of content for a jam game!
Thanks for your comment! Maybe if I had more time I could have added another thing that was connected to the dice, maybe after the jam though.
Thank You!
The game feels awesome! even despite the simple graphic, it tis really enjoyable and experience!
Nice job!
Thanks!
I love this game, I've spent a good hour playing it! I love how its a RPG despite it being a 48 hour game jam! Also, love the art!!
Thank you for your feedback!
nice idea.
Too many levels...
very fun game.
Thanks!
Wow, I can tell you put a ton of work into this. Congrats on getting such breadth of game design in just 48 hours.
However, I think that breadth is this game's downfall. While the amount of content isn't necessarily a bad thing, giving it all to the player at the start is the problem. There are simply too many choices for a player to make before understanding how the game even plays. And suggesting you build a tutorial is also suggesting you spend more time on design. And in a 48 hour jam? That's too much.
What I would suggest is trimming down on the abilities to just 2 or 3 meaningful choices. For example, at the start both strike and slam feel very similar. Their damage distribution is a bit different, but they essentially both read "do light damage to everything and a bit more damage to one thing". For a jam game, this is a meaningless decision and players likely won't be able to spend the time with your game to figure out the nuance and best-use cases for each attack. So removing those options and giving your players very clear choices is your best option. You could then slowly introduce the more nuanced attacks in later levels once you've had more time to teach the player your desired gameplay loops.
Still, you should be proud of what you've made. This is a cool thing you did and doing it in 48 hours is even cooler. Well done. Keep making games and keep practicing those design skills!
Thanks for your feedback! I would have added a tutorial system but I wasn't that good at managing my time, so I only had ~2 hours left after I made the levels and moves.
There are way too many moves and you are forced to know all of them. Crush is imediatly the best move since of how overpowered it is.
Well, not all of them, I could leave and get to the first level.
Thanks for your feedback! The game wasn't 100% balanced because I focused more on making mechanics during these 48 hours more than balancing.
Cute artstyle and interesting gameplay!
Thanks!
Hm, it looks like angry birds epic! Btw, arts is pretty nice & cute! So, good job! :P (Your sister clearly has drawing skills :))
I took some inspiration from angry birds epic because it was one of my favourite childhood games! The main parts of the game I had taken inspiration for were the attack circle, and the two types of moves, attack and support, though I originally had a third type of move planned that affected the next dice roll.