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Roll 'n' Match's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Overall | #1232 | 3.341 | 3.341 |
Creativity | #1267 | 3.415 | 3.415 |
Enjoyment | #1338 | 3.146 | 3.146 |
Presentation | #1363 | 3.463 | 3.463 |
Ranked from 41 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 roll around as a die rolling other 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?
Yes
We created the vast majority of the music during the game jam
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Comments
The fact that you can roll the other dice as well transforms this game from good to great! I also like that you put the dice against walls in the first few levels, so that the player gets comfortable with the core concept first.
A simple but great game! The idea of rolling the die on a grid and fitting the numbers to other dice fits the motto extremely well. Showing the "next steps cross" grid on the left and right was a very good idea for informing the player about the die's status!
Quite awesome. One of the problems is it wasn't entirely clear what was happening on the screen, it takes a bit of time to process. Cheers!
Thanks for the comment. Not too far in to the development I realized that it's going to be quite chaotic and difficult to visualize. If I had time maybe some animations and better visual effects could have helped. I'll have to think about it if I'll polish this later.
Very nice and clean spin on the dice matching mechanic!
I didn't quite understand how to play. It didn't make sense to me.
Pretty fun! There's definitely room to play around with this concept. I think there could be a good amount of depth here if you developed it further. The standout puzzles are the ones where it's advantageous to keep the dice around longer to go for a "chain reaction" of solving dice. I also like how you solved the problem of displaying the non-visbile sides of the dice. It works well.
In a sufficiently big room (like the last one), you run into as problem where I can kind of just randomly roll around until the numbers happen to align, though (I did end up beating level 8 in 16 moves, which I thought was pretty good!). Maybe that could be solved by having a "health meter" of some kind that depletes a little on each roll.
I would also say that, for the music, probably would just be better off without it rather than a simple two second loop. It grates after a while.
Thanks for the great critique. You pretty much summed up my thoughts on the final product. I certainly wish I had more time for level design but creating levels with interesting optimal solutions turned out to be pretty time consuming. In the end I pretty much just threw together something, tweaked it a little bit and hoped for the best. It would be interesting to take this further and see what could be achieved with proper level design.
I felt that a step target would be better than a hard limit since coming up with an effective solution requires quite a bit of tries and/or thinking ahead. And I hope those who are not willing to put in the effort to learn can still enjoy the chaos. I apologize for the horrible music, there is definitely room for improvement on that front. I thought about leaving it out but ... I didn't.
Great job on level 8 ... but you could still do better. I have also played the levels after submitting and found that there are a lot more optimal solutions for the later levels. This is just a heads up for those who are interested. I'm looking forward to hearing your best results.
I thought that your puzzles were well constructed. I enjoyed the fun ways you used the dice rolling and pushing mechanic!