Play game
sKILL or DIE's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1396 | 3.372 | 3.372 |
Enjoyment | #2123 | 2.814 | 2.814 |
Overall | #2377 | 2.907 | 2.907 |
Presentation | #3371 | 2.535 | 2.535 |
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?
Combatants roll dice, then use dice combinations to gain victory in this turn based battler.
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
Leave a comment
Log in with itch.io to leave a comment.
Comments
Cool game, definitely needs more polish and a tutorial though
Still, good job on your game!
Nice game !
This is a great game with a fun and cool mechanic. The art in the game looks great and the game is overall really good!
A fun and very intuitive game ! didn't need to read much (and with a little bit of experimenting) I can easily understand the underlying mechanics of the game. It has this effect of wanting to make your character stronger and have higher stats.
All in all a very enjoyable experience, congrats on finishing the jam !
A fun game with a unique mechanic. I really liked the art and music as well
Thanks for the feedback. I am a fan of your game as well.
A nice game to kill some time! At the start, it was confusing on what I'm supposed to do in the game but after a while I managed to understand the mechanics of it. Overall, a fun and decent game. Great job <3
It's a very creative idea having a skill tree develop over the course of combat. There's a lot of design space there and I could see a whole game being built off of it, even if you didn't stick with the Yahtzee/dice gimmick. I think 3 dice per turn felt low, I think I would have had a bit more fun rolling the full 5 just because you get to see more combinations per turn. Very cool game! :)
Thanks for playing.
I agree with your opinion regarding having more dice to allow more combos per turn. I'm going to update it after the Jam to have the 5 dice plus 1-2 rerolls and then adjust the unlock requirements. We ran out of playtesting time and I think I would have implemented this if I had more time to playtest.
I agree, there is a lot of design space - which I found difficult to manage in a short Jam as it didn't give me enough time to iterate on ideas. I already have a few ideas to try out.
For example, I want to try changing the Dice faces from Values (1-6) to Symbols (maybe Stat or Role Based). Then we could trial using a generic "Stat Up" that can improve any stat depending on which Symbol is used rather than using individual Stat Nodes (e.g. Double STR symbols = STR + 2, Triple DEF symbol = DEF + 3). This would reduce the total amount of Nodes required on the Tree so it could be cleaner and give player more agency on growth trajectory towards the Capstone Abilities. It also would give us more leeway to use different dice loadouts for different classes and options to change the dice as you play (e.g. purchasing a skill to replaces one basic dice with an offensive oriented version).
Anyway, thanks again for playing and providing feedback on the mechanics.
Very brilliant idea. Most unique rpg game mixed with dice I ever see so far in this jam. Well done. I hope you improve it more ^^
Thanks for the positive feedback. We really wanted to do something truly unique so I'm glad you think we succeeded in that aspect.
I will probably try to improve on it - I can see an interesting core but I am not quite happy with where it landed after 48hours. The problem I had was trying to solve unique design problems spent more time on gameplay design and mechanics and left less time to work on aesthetics and UI design.
I always like to try unique spins of the theme for jams. Our last Jam "Recovery" was a UI driven, detective/doctor puzzle game https://fatedgamedeveloper.itch.io/cosmos-md. I was much happier with how that idea turned out but we had a whole month on that one.
Very interesting concept! I was confused at first but enjoyed it :)
Glad you enjoyed it. I will take a look at your game when I next have time.
Pretty cool concept, I enjoyed it a lot! There were a few glitches in the UI when I played and the skill tree requirements were a bit unclear without hovering to see what they do or require. If you expand on it, just ad small dices under each skill like 1, 2 or 3 dices so it's easy to see what I need to put where :-)
With some polish I could see myself coming back to this game
Thanks for the feedback. Using small dice or an appropriate symbol would be much better than our rushed text heavy UI.
Alas, that 48hrs goes very quickly.
played the game for a while, beat it on easy mode, pretty fun game and i can see myself coming back to it to kill time. that being said it seems the current build isn't fully stable as when i clicked one of my dice (pretty sure it was on the 2nd difficulty) the game froze and prompted me an error message.
overall great job
I am still looking into that bug to be sure, but I did find a bug with the Critical Attack Node - when it is triggered it cause a NullReferenceError. This can be avoided by not buying that Node. This could have been the issue you had I am not sure. I have had another random crash that I am trying to find the solution for.
Love the concept, great way to add some depth to a classic gameplay idea. Dice rolling looks great, but it takes too long, should take ~500ms tops in my mind since it happens so frequently. We probably don't need to see the enemy roll either. With faster paced gameplay, I could see myself playing this for awhile. Great work!
Thanks for the feedback. During initial planning I was tossing up between a 3D roll (like we have) or a non moving box that cycles (like Mario Party). If I revisit this idea I'd probably try out that other option as it could be faster and cleaner on the UI.
I loved the idea! It was difficult to understand its mechanics at first (why read the manual, right?), but when I understood the mechanics on my 10th turn, I really liked playing it.
Critique:
Good stuff:
Great job!
I'm glad you liked the music. I'll pass that onto our music designer MountainDigger.
Now you say "occupy cell" it's so obvious I should have just placed the dice face image rather than value in the skill icons *facepalm*
i love the art style in the game :o
unfortunately i didn't understand what i should do >.>
i tried to roll the dice but nothing happened then, might need a lil tutorial :3
if your willing to give it another go the HOW TO PLAY section on the game page describes what to do. The dice should roll automatically on your turn - if they didn't it could be a bug.
Super interesting mechanics. The presentation made it a little confusing but it has the potential for some very addictive gameplay!
Thanks for playing.
I agree, it took so long to build the dice & battle system, abilities & stats that the presentation was left to last - we also don't have a proper artist. A last minute change to the skill tree structure to fit the screen and then the lack of connecting lines also impacted the readability.
If I were to do it over I'd update the visuals and change the dice rolls to be in two rounds per turn (like Yahtzee/Poker) to increase the odds of getting Triples, Four/Five of a Kind, Full House, and Straight; then remove the Single Skills; so the player has more interesting choices.
got me thinking! good job!
Addictive game mechanics, like it)
Glad you liked it. I was worried our rush to the finish line would have destroyed the skill balancing so much it was no longer fun.
Seems like a cool combat system! Would be fun if the characters scaled with their strength to get some visual impact :D
Glad you liked it.
The initial plan was to have each class have 3 separate segments of skill tree. So warrior was Beserker (Thorns, Frenzy), Paladin (Heals), and Knight (Defense, Stun, Shield). This got lost in translation due to time constraints. I agree it would have looked good to have the character change based on the selections.
Really cool idea that I think could integrate well into a bigger game!
We tried to create something that could be expanded if the core was fun. Glad you liked it and thanks for the feedback.
Great premise! I would love to see it fully polished
We might revise this after the Jam if we get enough interest. Even just a balancing/skills pass would improve it significantly I think.