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Dice Cross's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1008 | 3.533 | 3.533 |
Overall | #2466 | 2.874 | 2.874 |
Enjoyment | #2676 | 2.600 | 2.600 |
Presentation | #3521 | 2.489 | 2.489 |
Ranked from 45 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?
The player character is a rolling die who intercepts enemies based on their die values.
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
It's interesting, but i didn't find it very challenging since I've end up just rolling around to match the incoming dice.
I like what you've got going here, but I do have one problem. It may just be me, maybe you wanted it specifically designed like this. But I think you're after images shouldn't disappear over time. The fact that dice only move when you do combined with the fact that when you move your after image starts to disappear makes it really annoying to kill dice when you set up the right number in the path of a dice but by the time you move the amount you need to get the dice to reach the after image, it's gone away. I do see the reasoning seeing as you could just flood the screen with after images and likely win without even needing to try. And I don't really have an alternate solution for that. And this problem isn't a game breaker. It certainly adds to the strategy, making sure the black dice will actually reach your after image before it goes away. So basically I just started this comment with something I was annoyed with but the more I think about the decision making and reasoning behind the choice the more it makes sense. So yeah I guess now that I think about it I don't really have a problem with this game. Great Job!
It's way harder than I thought at first. It's a pretty fun game with a decent challenge to it, good job!
Awesome idea, maybe would've worked better in 3d or a different perspective as it was hard to see the sides
Interesting idea! I like it's both an arcade and a strategy game :) I really like that you added previews, but I think it would be better if the preview showed which face would be up (i.e. become an afterimage) rather than which face would be down. But maybe that's just me :) Overall, a great entry!
Interesting idea but should probably have a little bit more polish - the previews are something I wish I would have seen in other similar games :)
Nice work! It's a fun little arcade game that requires quite a bit of planning. It'd be nice to see a bit more love given to polishing with sound effects and feedback
I like this concept, and I especially think the previews on your dice are pretty cool! There's a decent amount of thinking needed to get the enemies where you want them.
pretty well made game.
could use some sfx.
it was pretty easy once i figured out the way the game works though. some kind of escalating difficulty would have helped. maybe my trail starts getting shorter over time? just an idea though.
Thanks! Working on some sfx couldn't get them done by end of jam but they'll be in the new version we upload afterward. And yeah we're experimenting with some ways to scale the difficulty over time, haven't settled on anything yet.
Fun tron-like concept! The choice of making it turn-based was a great choice. Gives the player some time to calculate their next moves.
Reminds me of snake/tron, except sometimes you and your enemies can go through your tail. The base idea is really cool, but I would have liked to see more telegraphing about where enemies will spawn before they start moving. As it is now, you can't really do anything if you're out of position when they spawn. Have you considered having the player destroy themselves if they step on an afterimage that matches themselves like the enemies? Either way, really cool concept.
We do have some tweaks to enemy spawns to telegraph them more that will be in the next version after the jam, as well as enemy directional indicators so that you can tell what direction enemies are moving when time is "stopped". Having the matching tail segments kill the player is an interesting idea, I'll have to try that one out and see how it feels.
The unique idea along with the game being the puzzle type makes this game really good and fun!
Really like the idea. Good work.
the game is bit hard for me but i liked the creativity of the game (I liked the idea of the game).
Very different from other games I've played this time. Just some problems with text going out of the screen.
Very weird, I'm wondering if something is weird about the viewport in the randomizer as I can't repro the issue on the game page itself no matter what I do to the screen settings. The text is set to autoscale with the rest of the game (and it seems to when I resize my window on mobile and on desktop) so my only guess is something weird with how the randomizer is displaying it. Wish I could test it in the randomizer myself.
It's a bit hard to make a proper strategy, but otherwise this is a great idea
Very creative! Different take on a puzzle game and good implementation of the theme.