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A Fistful of Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #505 | 3.781 | 3.781 |
Enjoyment | #845 | 3.375 | 3.375 |
Overall | #1002 | 3.438 | 3.438 |
Presentation | #1979 | 3.156 | 3.156 |
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?
A Fistful of Dice is a dice-builder (instead of deck-builder) and relies heavily on maximizing your luck. The main "verb" of the game is rolling dice.
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?
No
We used pre-existing audio
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Comments
Lots of diverse dice add depth to the gameplay. It was fun trying to plan which die I’ll take from their cold dead hands to overtake the next enemy.
Had a lot of fun with this one! And you have SO many different types of dice, it's super impressive! Awesome job – gonna play it again soon for sure :)
The game was very good! I really liked it but there were a few bugs! But fixing those, the game would be very good! Now I really liked the game!
BEST OF LUCK:)
This was a fun game, but when I got to the underboss level there weren't any prompts to roll even when two dice were selected.
Hm, you wouldn't happen to remember which dice you had selected would you? There are definitely a few select-based bugs, like if you can't make a sacrifice it won't let you move on etc.
Interesting concept but the game is too damn buggy to play. The roll and next buttons sometimes appear on the table when you click one of the dice and sometimes not. This makes the game unplayable for me
Ah yeah, there are a few things there—the hover and click detection/indicators could use some refinement, and there are a few game break bugs where you can't select anything anymore. Thanks for the feedback!
Neat idea but there seemed to be a lot of bugs. I'd definitely play this post jam with some of the kinks ironed out
Fantastic use of theme. Similar to my game but different. Absolutely adore the flavor text. Sooo good. 3rd fight seemed to go on forever maybe a balancing issue or just luck of the draw. UI and animation is fantastic. Everything was very clear. Great job.
Yeah I did notice that the third one goes on too long because he has two Cornbreads and Gold Rush, will definitely be tweaking that. Glad you liked all the details! We were really happy with how the dice rolls turned out, especially since it's only one animation frame.
This is a clever and creative take on the theme and the amount of different effects and descriptions is really impressive for 48 hours. I was having so much fun, I didn't realize the game was looping (or is it a bug?). My only issue is you can become overpowered very fast - "rattlesnake" plus "longhorn" is basically an instakill.
That's a good sign that you didn't notice the loop! Unfortunately the scene pointer for the underboss is off, so you never actually make it to the final boss. The final boss is actually set to be pretty hard, and then you'd have the option to do New Game + if you wanted to build up a truly broken deck, but with the loop that just happens naturally now.
Glad you liked it though! We really had to hustle to get all those dice types done (which is why there are so many other bugs, lol).
Wow, that's a nice little game! Reminds me of a combo of Slay the Spire and the card game Bang. Adheres to the theme well, the randomness actually feels pretty good and not tilting. Well done!
Slay the Spire was definitely an inspiration, and I actually forgot about Bang but very true. Also glad to hear that it doesn't feel tilting, I tried to balance the dice so that the player would feel like the game was mostly in their control.
Easy to learn and very addicting. Lot of fun dice combinations. Really liking the game explaining the results of the roll too. It was a very nice touch. It's satisfying when you get a good roll, specially with the rattlesnake and longhorn. Don't really have any suggestions, maybe more effects and juice for player actions?
So glad you liked it! And yeah I didn't imagine rattlesnake/longhorn being so broken but I'm here for it. Agreed that there should be more juice, plus if you get something special like double-sixes there should be some flavor effect.
Also I came back to yours with a friend and we took turns playing it for like an hour. Would be really surprised if y'all aren't featured on the "Best Of" video.
By gum that was a hootin time! Tarnations! That rattlesnake got me in the keister!
^ Lol this guy gets it
Sick game. I played it for a long time and only stopped because I reached a point were I didn't have enough cards in my hand to make the sacrifice I needed. You did a great job making fun dice powers and combinations! Love it.
Aw, yeah I knew that was a possibility but didn't have time to write the edge-case logic. Glad you liked it!
That was awesome. Had me grinning the second I saw the concept and it delivered really well! Cohesive, smooth, thematic... Though, sadly, I got stuck when (5th?) opponent didn't draw their second die - left me wanting more.
Aw man, I thought I fixed—the rattlesnake guy is pretty glitchy. Glad you liked it! We're really happy with how it worked with the theme.
Nice to see dicebuilders represented in the jam! Our team also immediatly thought about Quarriors when the theme was announced, even though we ended up going another way.
I feel like there is a bit two much card (dice) draw in the game, considering you can only use two dice per turn. Which is a shame, considering you have many dice that interact with card draw and feel a bit redundant, because of that.
In any case, great game.
Man, Quarriors was great. Thanks for the feedback—I think if we expand on it, I'd like to have some kind of dice stacking and also try to avoid the two-dice draw situation (maybe draw three if your hand is empty or something).
Because my teammate already left a nice review I just wanted to add a bug that no one mentioned (I believe) and that is my personal favorite. If you go in and out of 'Credits' in main menu audio will duplicate (strangely only from second iteration). A few minutes of clicking in and out will make your ears bleed. A Godsend.
Also if one were to start the game while jamming to this absolute banger of a track the game will break. Sometimes. That's the only downside.
Lol I just saw this comment, and yes it quickly turns into a hyperpop banger. I actually noticed this bug before submission but couldn't figure out a fix/didn't think anyone else would discover it because like, why would you be clicking back and forth from the credits...? 😂
Of course it turns out this was a bug in the audio system code that I shamelessly copied from youtube, and the top comment was how to fix it, so it'll be fixed in the next patch 🤙🏽.
I also just saw your reply, and hey, you fixed it! Good job!! The altrocity will be thoroughly missed and shall forever stay in my heart.
The Western theme is SO clever. Really liked the tavern setting for the gameplay, it felt totally right with the theme!!
This was awesome, serious Gwent vibes. Honestly, I would play a physical version of this with some friends if it existed! Great work!
Wow! This game was really fun. You could make a complete game from this.
Dang, we have pretty similar concepts for our games but I think yours is executed better. Really well done! Cute art and no major bugs that I found is a win in my book
Interesting concept. You don't come across a deckbuilding dice game very often. This was a pleasant surprise - though I think that the pacing might be a bit slow. Waiting for the remaining dice in your hand to roll over to make room for new dice each round felt like it took much longer than it should.
Thanks for the feedback! I never really got the animations the way I wanted them—ran into some weird issues with async/await so I made it mostly sequential.
I completely understand not being able to figure out a weird issue and just kind of scrapping some stuff or changing a little to make the work easier on yourself. I had to do it a few times this jam - first time making a full project with Unity and I had to cut like 50-60% of my game due to weird problems.
it's a pretty cool idea but i feel like it's just not that fun, idk why
it's made very well, and sounds like it's a pretty good idea, but it just turns out not that fun.
Thanks for the feedback—I think a lot of the depth is buried in later levels, plus it could use a little more juice?