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A jam submission

High RollerView game page

Will the dice roll favor you, or your enemies?
Submitted by connor_warrington (@AloneGame7) — 54 minutes, 9 seconds before the deadline
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High Roller's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#11543.5583.692
Enjoyment#15873.0393.154
Overall#20863.0143.128
Creativity#37752.4462.538

Ranked from 13 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?
Each time the player earns a set amount of points they are made to roll a dice. The "players" dice, or the "enemies" dice; rolling the dice can result in either buffs or de-buffs for the player or the enemy. So the player must decide whether they would rather risk de-buffing themselves or buffing the enemy.

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

Submitted
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The game is really polished. I really like the way that buff and debuff, not just the player but also the enemy. The game lets the player choose which is really smart. The animation is really cute, it would be nice if you guy add more maps

Developer

Thanks for playing, glad you enjoyed!

Submitted(+1)

I got 49! I really like the visuals and audio, they fit together perfectly. The risk-reward consideration of choosing between rerolling enemies or yourself also prevents stale gameplay. The game also runs nicely on my potato laptop.

It might be intentional in your game design, but the fact that you can die from a killed enemy was a little annoying when I first learned it. I would either disable their hitbox completely on death, or increase max HP on the player (maybe with some regeneration/max HP upgrades too?) so that the player can learn this without losing a good run.

This might just be me, but I also didn't feel the choice between rerolling yourself or rerolling your enemies mattered that much. No matter what you do, it might be positive or negative. Maybe you can change it so that the effects are displayed on text before the choice is made, and both sides have one random debuff and one random buff? E.g. left: "+20% player speed, -20% rate of fire" and right side: "-20% slower enemies, +1 HP on enemies". This way the player can prioritize based on their situation and favourite playstyle, and even stack similar upgrades. You could argue that the game loses a bit of the "roll of the dice" theme if the player knows the random outcomes though, so this might be a ridiculous suggestion.

Out of pure curiosity: What exactly is causing the 70/71 bug you mentioned?

Developer

Thanks for playing the game!

Yes, the enemies being able to damage you while falling was intentional, to play with the verticality of the levels. But, it's definitely something I'd understand people not enjoying, so I'd likely change it if I was to turn this in to a full-game.

I'd also agree with the idea of adding more depth to the dice rolls. I get what you mean in how your idea would take away from the "roll of the dice" theme, but it would definitely add a lot more strategy and is a really good suggestion.

Also, the 70/71 bug is there because I have the enemy spawn rates increase as your score does. The spawn rate is supposed to increase after 70 points gained, but I accidentally put the score check to trigger the spawn rate increase if the score is over 71, rather than over 69. A really stupid mistake really, and something I was able to fix instantly, but by the time I found out it existed in the first place the submission deadline had already ended.

Submitted

Ahh, understandable. Bugs like that are pretty much unavoidable when making a game in such a short time

Submitted(+1)

High Roller is a very concise and clean arcade game to have fun, it would make an awesome mobile arcade game like Subway Surfers and Jetpack Joyride. Congrats on your submission connor! I managed to score a 59 :D

Developer(+1)

Thanks!

Not a bad score, and I'm glad you enjoyed it!

Submitted(+1)

Looks really nice, and has fun gameplay!

Developer

Thank you!

Submitted(+1)

Super fun little game! It looks really nice (I love the little chip-stacks as enemies. That’s just really smart!) and is very responsive! I would have wished to see the dice-mechanic more often or have a little more survivabilty (hp maybe?). That could also just me being bad though!

Overall, really well done!

Developer

I'm really happy you liked the little chip-stack enemies!

I wanted the game to have a bit of an "arcady" feel to it, hence the lack of health for the player. You're expected to die, and keep trying over and over again to aim for a higher score. I can see how that can be frustrating though, and perhaps difficulty options should have been included.

Thanks for reviewing my game though, and I'm glad you enjoyed it!

Submitted(+1)

I had some issues reading some of the text due to text font and color overlapping. The gameplay is good, just needed some adjustments, such has the fact that there was no health bar in the enemies when hitting them and some kind of variety in the enemies, map and some new power ups could be very helpful!

Nevertheless, I liked the idea behind it and the graphics & sounds!

Developer

Thanks for playing!

I wanted to include multiple maps, and a few more enemy types but time restraints prevented that (same thing with the power-ups). But definitely something I'll consider if I decide to take this project further!

Submitted(+1)

The dice theme here is more visual than translated in actual gameplay, where it boils down to randomness more than actual dice rolls. 

Anyway I feel like the concept is clear, quite fun and overall well executed.

I would tweak a few things though:

- the map has too much verticality, and most of the time it becomes about chasing enemies rather then shooting them (the most fun part!)

- dying is very easy and those colliders are very generous for the enemies...maybe multiple lives or hits before dying might help with the frustration of dying right after finally obtaining an upgrade

- I would like the progress to go faster, before you reach the first upgrade you have to shoot a lot in your base form, I wish there was more chaos with faster blue/red dice to choose from.

Details aside, this is a good entry, be proud of what you achieved.

Developer

Thanks!
A lot can definitely be balanced and tweaked, and that's stuff I'll definitely consider if I ever try and bring this forward into a full project.

I'd considered having multiple level layouts to choose from, but the time restraints prevented that. Something I'll have to consider the next time I take part in a game jam!


I'd also agree with the beginning being a bit slow. I actually decreased the points required for a dice roll while testing that things weren't broken, in hindsight I should have kept it at that lower threshold!

Anyway, thanks again for playing my game! It was really fun getting to make it, and I'm glad you found it fun!

Submitted(+1)

The vibes are real. Cool game :P

Developer

Thanks! Was hoping to get more background art, and visual effects to give the level a sort of Las Vegas strip look, but ran out of time!

Developer

Just to highlight a bug I found after the deadline... If your score is exactly 70 or 71 then enemies will stop spawning. It's possible to bypass this problem if you defeat enemies that will have your score pass those two numbers.