Nice physic. The game is well suited for a joystick.
Play game
DiceQuest's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1641 | 3.009 | 3.009 |
Overall | #2407 | 2.897 | 2.897 |
Presentation | #2482 | 2.932 | 2.932 |
Creativity | #3027 | 2.752 | 2.752 |
Ranked from 117 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?
My game, is an rpg-roguelike game in which you are a dice and the only way to move is to roll.
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
W <- I cant remove this char or else the video will disappear.
I really like the combat but the levels starting the same is a bit discouraging.
Also I could control the game while pausing. (Video)
Congrats on finishing your jam game!
I like your dungeon crawler take on the theme, completely dropping the randomness (and associated pitfalls) in favor of a more straightforward approach. The first level or two are pretty fun as you blast through skeletons. However, the rest of the game just feels like it's more of the same. I eventually just skipped enemies and gunned straight for the keys because they just weren't interesting. There was no incentive to destroy them and no drawback for ignoring them. When playtesting, try to look for the fun and how you can use that to create situations where the player wants to smash the skeletons.
For game jams - less is usually more. I think your levels would be more engaging if they didn't seem to repeat themselves in structure. Even having just 3 or 4 levels and introducing a new element in each one would help a lot of players through the entire experience. Short jam games are more likely to get feedback on the whole thing. Long jam games less so.
Overall, I'm happy with the time I spent with this game. The opening cutscene was very amusing - I would never think to spend time on cinematics for a jam, but I think it worked here. It gave your main character a little more personality.
Keep makings games!
Rolling the die around feels really satisfying (especially if you kill some skeletons with it).
One issue I found is that there is no actual pause in pause menu, you can still move and so can enemies.
Was entertained by the opening cutscene, added a lot of character XD Like the idea of a dice exploring a dungeon and going on an adventure!
As a next step, maybe you could try to make the fact that it's a dice more integral: for example, the player could have more control over how much the dice spins, and hitting with a higher number-face could yield higher damage - you'd then also have to think about positioning the dice for optimal damage.
But these are just some ideas for future directions; overall good work!
Interesting take on The Roll Of The Dice theme!
What I liked?
- It was satisfying to roll the Dice, in order to throw it toward the enemies
- The death effects on both the Dice and enemies are really nice
- There are Cutscenes, which is impressive!
Other comments:
- Too bad that there are no sounds at all in game
- A bit too easy to beat opponents, I think that by putting a cooldown on the roll it will allow to balance the fight system
Overall nice work!
It's a nice game, but it lacks a bit in content
It's really fun rolling around the dungeon and ramming into ennemies!
Although, I feel like the character could have been any cube, the fact that it's a die doesn't really play any role in the game design '~'
Still, good work! =)
its alright. the concept was taken very literally and yet there is no reason for the dice to be there. it could be a pyramid or football for as much as it matters. the level design is good, but being physics based, i encountered a few bugs where enemies got stuck in the walls which impeded progress. also there is basically no feedback for your attacks or enemy attacks.
Nice concept but the game feels wonky.
The skeletons sometimes take multiple hits to kill and do not have a health bar, and then the red ogres are introduced, which do take multiple hits and do have a clear health bar.
Level design is implemented without purpose, rooms exist just for the purpose of making the game longer, and not contribute to the gameplay at all.
The dragon boss fight is neat, but the entire game you defeat enemies by touching them, and then that's not what you're supposed to do against the dragon.
Still, good job on your game!
Heh- surprisingly fun roll-as-movement mechanic there :)
Presentation is ace- can’t believe you managed to get together cutscenes!
Finnaly a realistic game where you can't kill a dragon
MOST REALISTIC GAME EVER -> LOVE IT !
The idea of bouncing around a dungeon and running into things was pretty fun. Hit detection is rather janky which wasn't a problem until I got to the boss and was forced to kill dudes. I found that when I started the game the sound was turned off somehow? Not sure if that's a bug on a mistake on my part.
And thank you for including a reset button. An Orc killed me the same time I killed him and that locked the level, and I got knocked outside the arena more than once, but was able to reset, and eventually finish the game.
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