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A jam submission

Dice PincerView game page

Submitted by panpanvw — 1 hour, 22 minutes before the deadline
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Dice Pincer's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#48201.7822.222
Creativity#50181.8712.333
Overall#51681.7522.185
Presentation#54821.6042.000

Ranked from 9 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?
It's literally rolling dice against an opponent, who is a die.

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

Submitted (2 edits)
  1. Further suggestion (as those from Kurutte are valid too): the resolution of the rolls are displayed a bit fast; I would have let the player click to skip when he wants to.
  2. Also, maybe it is a question of getting used to it, but I wonder whether it is rather difficult to think strategically about the pincer rule. I may be totally wrong on that count and not have fiddled enough with it, you want a second opinion. ;) Thinking about it, it may be workable, I managed to fare reasonably in some combat. :) Discard my remark altogether, I just let it as a ‘first thought’.
  3. Did I misunderstand the pincer rule? I had both a 3 and a 2, and the enemy (the first one) had a 1, so I thought this would result in a 1-2-3 pincer, but it did not! Does that mean that the pincer cannot use the lowest (and highest) dice? Edit: ah, maybe a pincer has to involve the lonely die as the middle one?
  4. I see the Escape key opens a nifty menu; is this menu predefined? (From PyGame I guess, seeing the extension .py for one of your files?)
  5. The visuals for the enemy cubes/dice are funny, it sounds like Pokémon gone cubist. XD

I tend to rather strongly oppose the classic JRPG turn-based combat system as mindless, but I feel yours precisely injects some sense/reflection into it — which is highly ironic, since you added… randomness. XD

I can relate to your comment on how we may resolve to cut promising aspects of a game because of the Great Evil Deadline. Well, you can always remember that the game still lives on after and that you can enhance it. :) No worries, it is perfectly understandable when the presented game has shortcomings.

Developer(+1)

Thanks for your feedback! It made me very warm inside. The term "Great Evil Deadline", made me giggle when I first read it. 

(1) just valid criticism, I should have given this more priority.

(2,3) As for the pincer rule, you got it in the edit. I intended for it to be a bit of risk and reward, you have to make sure you roll a dice that's lower than the opponent to deal massive damage, but expose yourself to possibly having the lowest dice. However after reflecting on it for a bit after the deadline there are some aspects I don't like, for example you can't defend from a pincer attack.  I think that if I were to make this prototype into a full game, the rules should change up and introduce new (more complex) scenarios. So if this game spends more time in the oven, I hope that the 'first thought' on the pincer rule will also improve.

(4) The menu that the escape key opens is a preset from Renpy, the engine I used. Renpy is made for visual novels (and as a side feature supports making minigames). It has a bunch of built in features that most visual novels might want or need, such as that menu, which makes it excellent at getting a quick prototype out.

(5) I also love my little dice drawings. Even though I was a bit insecure about the simplicity (and terrible whitebalance). Thanks for noticing them :).

At the start of the jam I realized that my combat would be JRPG like, so I spent a hot minute reflecting on the strong and weak parts of that system. My main conclusion was that I should avoid a "who has the bigger number"-competition. So I tried (for example with the pincer rule) to prevent that. I love that that shined through.

Submitted

(Reading answers to several comments of mine with some delay after all the testing and some other things!)

Thanks for the answer! :) And glad to warm you up and make you giggle (especially if you’re a buxom blue-eyed blonde, but they’re probably scarce in this nerdy place XD).

I love that that shined through.

It’s amusing how we both managed to see the ‘main point’ / takeaway in each other’ game. :) Great!
I will update mine when I get the time (I need to rest a bit from all those game jams in a row!! And I still have some reviewing to do, and several games to enhance, and other things… :o), and you seem to be contemplating the same, so I hope your Pokémon cubes come to life. :)
— Cubical, square root attack!!
— Square, square!

Submitted

Is there a browser version?

Submitted(+2)

I've seen you commenting on other games too, you can check if the game has browser by going to game's page (not the submission page, you can find the button to full game page next to entry name)

Please try not to spam the same question everywhere.

Submitted (1 edit) (+1)

yup itch.io system keeps recommending me to rate, unrated games but I have no way to play it, so im a bit annoyed, sorry about that, I will not spam anymore

Submitted(+1)

When a browser version is available for a game, it is on the game page. Otherwise, the rules of the game jam prohibit the creator from linking to a version of his game in another place.

I notice there are Linux, Mac and Windows versions, so apart from having a very specific distribution as one’s operating system, pretty much everyone coming here should be able to play the game.

Submitted

I like the idea! However the pincer mechanic needs to be explained a bit more, maybe with an example in a tutorial just so it made more sense. There were times I took massive damage and I didn't know exactly why. Also some SFX would be nice. You'd be surprised how much it helps with game feel. 

Developer(+2)

Thanks for the feedback! I think you're completely right, being on my own I overestimated the scope somewhat. I had intended to add a tutorial, create visuals, add music,  do more balancing and maybe add some progression, but I had to cut it all due to the deadline. Hearing what others have to say really helps in finding what parts of my unimplemented features should have been given more priority. So, thanks!