Charming 3D platformer there :D
I had a bit of trouble with the camera (had to turn my mouse sensitivity down) and I think a check point or two would have helped to reduce my stress levels :P
But impressive for 48 hours!
Criteria | Rank | Score* | Raw Score |
Creativity | #2362 | 3.000 | 3.000 |
Enjoyment | #2366 | 2.719 | 2.719 |
Overall | #2567 | 2.833 | 2.833 |
Presentation | #2817 | 2.781 | 2.781 |
Ranked from 32 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 play as a dice who rolls around the map, and you lose control while rolling.
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
Charming 3D platformer there :D
I had a bit of trouble with the camera (had to turn my mouse sensitivity down) and I think a check point or two would have helped to reduce my stress levels :P
But impressive for 48 hours!
I can only repeat the recent feedback with the camera being weird, etc. What I liked is the player animation. These Legs xD but I can tell you that not having a WebGL Build will not only make it impossible for some to play. If you have Linux on your PC and don't have WINE and/or Steam for Windows compatibility they won't be able to play your game. Also many people just review games with WebGL Builds as it's way faster to play this way.
I'm a sucker for a rat-map! The camera controls felt a little weird (inverted?) but 3D platformer controls are difficult to master without a 48 time limit so I think you did really good.
The UI tips were a bit blurry - you should be able to fix that in canvas scaling settings :)
I really enjoyed the concept, and how the jumping + rolling happened. I could see an interesting 3D precision platformer kind of thing, with a variety of levels to explore and things to collect. My only real complaint with this game was the Camera. I absolutely hated the forced inverted camera, and it killed my desire to play the game through to the end.
Thank you for letting me know, I did go back, and I can confirm that it feels so much better! I look forward to any other future updates that you go with :)
Some suggestions that you didn't ask for for future builds (so feel free to ignore):
- If you plan on fleshing the game out in general, maybe change the die to a non-die cube. You can do something more artistic with it, and there's no real reason (currently) for it to be a die anyway, other than because it was part of the gamejam theme. If you do keep it as a die, then consider making it follow the standard D6 convention where all opposite sides equal 7 (1|6, 2|5, 3|4), although I do understand if the 9 pip side was a stylistic decision.
- I assume that the slow player movement is an intentional design choice, which I respect as it makes the game kinda feel "calm" despite the "frustration" that can accumulate from the platforming; however backtracking taking a while is more tedious and not really pleasant. Because of this, I would suggest allowing the player to "continue rolling" by repeatedly tapping the Roll button. This would allow a "fast travel" for getting back to an area, and for generally traveling a longer distance on the ground, without making any drastic changes overall.
Thank you again for letting me know about the update!
The character, something with sort little legs made me fall in love immediately!
I can't wait for the post-jam fixes, I liked it nonetheless! Well done and Please update it
Man, I was on a roll ... on my way to win... almost at the top... and then, I fell. 🤣🤣🤣
Got some "Getting over it" Vietnam flashbacks... 😂
Still, that was a nice game! I haven't seen a lot of dice literally rolling out of my 70 ratings... Congrats my dude! 💪
I really like the scale of the game world. I felt small like in a Pikmin game. If you fix up the camera to be less sensitive, have inverted/normal switch, and collision tweaks. It's a little weird that you can't jump/roll unless you are also holding a direction. I think it would be good to default to player direction or camera direction. Added music and sound would be nice. Solid framework. Good job.
The idea was interesting, 3D Platforming - but instead of jump, you roll the dice. Unfortunately, the most important aspect of 3D Platforming, which is the camera controls, was inverted and has high sensitivity. Would definitely try this again once these are updated, congrats on finishing the jam !
I like how the environment is to scale and how there are platforms out of ordinary objects...feels like something from Toy Story! Measuring the jump was fun, but I do agree with other commenters that the inverse camera movements didn't feel too natural. That being said, I still made it to the end! Looking forward to future updates.
I liked your game although I don't like the camera... it was veeeeeery hard to look around. well, despite that, nice job and nice game!
If you can, check out my game.
A very interesting game. The concept and the way you went about the theme was extremely creative which lead to quite a fun game. I can clearly see this as a rage game. The camera was wonky since everything was the opposite so I had to turn my mouse upside down to at least make it playable but other than that it has a lot of potential. The map looks cool and fits the game really well making you actually think you a dice in a big room. Overall, an interesting, fun game. Good luck on the jam!
Really interesting take on the theme. The environment looks cool and I love the idea of playing as a tiny die. Dunno if it's just me being weird, but I found the camera control really counterintuitive. I think for this kind of game, it'd be really valuable to have an option to inverse the controls. Additionally, I think the speed of the game could just be upped a little, especially when the die is getting up. Wish there was sfx, but that's just a quality of life thing. Overall, super unique compared to the games I've played so far^^ Good job :D
Cute little platformer!
Basically we have a 3D platformer with (very) restricted jump. Interestingly enough this mechanic can create the same kind of tension watching a die usually creates. What I mean is sometimes the die gets really close to the edge while in ragdoll and all you can do is watch waiting for random to decide whether you are still in the game, or have to replay the level again.
Nice game, good job!
Very interesting! I liked the level design, and the rolling felt nice. The inverted camera was strange to work around, and the sensitivity was a little high, but I still had fun.
Good job!
Wow! Really good presentation. I love the shading and the mesh of the die. The programmer art legs are actually really effective and adorable :3 Although this is the first D6 I've ever seen where you can roll a 9 lol.
The tutorialization is also really good (that's something I often have troubles with). But it turns into handholding when you specify what to do for every jump.
Honestly if you could give some context and give the player a goal to motivate them more this could be right up there on Steam. Great job!
Very nice. We had a similar idea to not let the player control the dice while in mid-air but decided against it in the end. But it works great here! The environment is great as well.
I like how at the start of the jump you get a bit of a spin in some direction. Just enough to tumble when you land but not unfairly much. Good job!
No browser version required. At first I didn't really get it, but after doing the jump/roll to go up a ramp and seeing my character roll all the way back down the idea of a highly-committal "jump" like this in a 3d platformer became really interesting to me. I think you also found a way to nail the theme without any randomness. Not because your character is a die, but because each time you jump you're agency is briefly disabled and you just have to trust that you'll stop rolling before going off a ledge (though it still feels completely fair). So you basically can't completely predict how your jump/roll will end, but not thanks to randomness just thanks to the physics being too complicated to predict. Very well done.
My only minor point would be that it would be nice if the roll ended a little sooner, I don't think it works to let you move faster than walking only because of how long it takes once you've stopped to stand back up.
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