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A jam submission

DOSView game page

In DOS, you win by rolling the dice with strategy, not luck! Try to get the two facing up!
Submitted by Frankie Alfano, Gaby Colon-Melendez — 42 minutes, 39 seconds before the deadline
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DOS's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#1124.4404.440
Overall#2923.8733.873
Enjoyment#5253.5603.560
Creativity#8113.6203.620

Ranked from 50 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?
In DOS, you are literally rolling around a dice. No randomness, just relaxing puzzles. The objective of the game is to get the two face of the die facing up!

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

Viewing comments 41 to 22 of 41 · Next page · Last page
(+1)

Fun and engaging! Would love to see a leaderboard enabled. As others hsev also said, it looks very polished too. Smooth animations!

Developer

Thank you so much!

Submitted(+1)

While there were many of these kind of games in the jam, I quite like the concept of this one. I really like that the solution to each level is to just put a face-up 2 on the board. You explored a lot of nice levels with that mechanic.

Art and visuals, sfx and music, rendering and UI were all done really well. You've added a lot of polish to this game.

Great submission!

Developer(+1)

We really appreciate that you liked the style, we are really proud of it. We knew that some people might do something similar with rolling die puzzles so we wanted to find a different goal for the player to get to rather than just an ending tile. Thank you for your comment and I'm glad you enjoyed it!

Also thank you for being our 50th reviewer, that was our goal for this game jam :)

(+1)

Great design, would add height levels to the game for more content. It looks soooo clean.

Developer

Thank you! I had that idea to make something like that but we didn't have time to implement it, but definitely a really great suggestion!

Submitted(+1)

Extremely well polished and executed! I think the only main issue I have is that I can kind of just move around randomly until I get the solution (which is common for these kinds of rolling games in the jam). I also think adding hotkeys to flip the view or restart could help a lot in making the game feel smoother. Fun game.

Developer

Yeah we heard from a couple other people who had that same issue. In the future we will definitely try and fix up the levels to make them more puzzle-y to play. Also hotkeys is a really good idea too! Thanks for the feedback and I'm glad you enjoyed playing! :)

Submitted(+1)

A nice expansion on the idea of rolling a die, probably the most mechanics I've seen in this genre so far.  The levels are cleverly made, which is most impressive for a spacial puzzle game made in such a short time.

Great job!

Developer(+1)

Thank you so much! We definitely think it could have been polished a little bit more than it currently is but for a jam game we are proud of it! :)

Submitted(+1)

I like that you used a level just to tell a joke.  That gave me a laugh <3

Developer

Yeah sometimes its good to not take things too seriously haha <3

Submitted(+1)

Visually it is spectacular! Very polished. Many levels and complexity. Nice!

Developer

Thank you so much!

Submitted(+1)

Impressive amount of levels. Presentation is really good too.

Developer(+1)

Thanks! We’re really happy with the design :)

Submitted(+1)

Interesting Idea! I really enjoyed the creative design, and how it matches the theme.

Developer(+1)

Thank you!

Submitted(+1)

This is such a neat little game! Could easily play more levels. There was some great variance between the levels obstruction wise so it would be really cool to see what you guys would introduce 20 levels or 30. I managed to get myself completely stuck on level 9, with no way to roll myself out. So that was a problem. But the only other critique I had was the same I have with other iso games; wasd don't correspond with the movement directions, so there were a few moments where I made the wrong move because controls weren't completely intuitive. That said, it's a hard design problem to crack so I don't really think this matters too much in a jam. Well done guys, this is definitely I highlight for me! 

Developer(+1)

Thank you for playing, and for the feedback! Glad you enjoyed playing :) On some of the levels we designed it to be possible to get yourself completely stuck and forced to restart, we thought it would be a little more challenging that way where you really need to think about where to move next. And yeah we ran out of time in the end to make something help with the controls and make them more intuitive. Definitely agree that it needs something to make it friendly for all players.

Submitted(+1)

Nice game! Fun to see how similar ideas can lead to quite different games. :)

Developer

Right? Always really interesting to see. I love game jams for it!

Submitted(+1)

Great game, enjoyed it a lot!

Developer

Thank you so much!

Submitted(+1)

Overall nice polished game especially on the graphic side and wise choices in music and SFX. to be honest I have some points for u guys and i will be happy if u do this for me too. A level design like level 11 isn't attractive, puzzle games usually have short intervals between events, and the player instead of being just a viewer has an impact on every event. next, i also could win some levels without touching probably 90 percent of the level's blocks like level 12, so what's the point of this complicated level design when i can dodge it. this game has lots of space to improve. well done and keep it up

Developer(+1)

Thanks for the feedback! We made level 11 as a joke so it's not a level to take seriously haha, we understand that that is how puzzle games should work, and we tried our best with the other levels to design a fun experience. Also most of the levels do have multiple solutions, there isn't a set path that the player needs to take. We designed our levels around that premise, so it's expected in some of them to be able to beat it quickly! Thank you for playing :)

Submitted(+2)

This game is so well polished! Feels pretty tranquil. Love how simple it is. Well polished, too! None of the levels took me more than about thirty seconds, which is a little disappointing for a puzzle game. But well executed overall! Great work :)

Developer(+1)

Thank you so much! We’re really happy with how simple and relaxing it turned out. And definitely if we had more time we would have tried to test the levels out with more people to see what changes/additions we could have made for them to be a little more complex overall! 

Submitted
Deleted 1 year ago
Developer

Thanks! And no I did not work alone, we are a team of two people hehe :) I'll be sure to check it out!

Submitted (3 edits) (+1)

Hey guys, when I was brainstorming, I had a somewhat similar idea to yours! After thinking of several others, I changed it and arrived at something a bit different, for the sake of originality and practicality; I think our games are still somewhat similar, although I opted for a different core mechanic. I was very curious and eager to find an idea that other people would not think about, and I see that was a close call. XD

We tried to think of an idea for a game that strayed away from randomness as we knew that would be a common interpretation of the jam theme.

We really went through the same thought process. I guess you have to think ten (chess) steps ahead to really differentiate from the others — that’s what I did, but we were still close! Now, I wonder if there is any other entry in the contest that also looks like ours… :o

I will try not to think too much of my game for reviewing yours, but it’s hard. ;) I may make some comparisons, as I feel they are relevant. (Discard that, having now written most of it and rereading myself, I am mainly taking the comparison as the pivotal point of this little ‘review’!)

Various comments:

  1. I often have to ‘grumble’ (gently ;)) because of games using only the QWERTY convention for movement, but I am pleased to see yours was programmed to take into account the keyboard display: my AZERTY is satisfied! :) I wonder if we think about it more easily because we are not English native speakers (I am unsure of the Spanish keyboard layout convention, but the French one is definitely AZERTY). (I have just checked and it turns out the Spanish keyboard is QWERTY, I had no idea; I would have expected it not to follow the English language convention, given that its lexicon seems closer to French to me. ¡ Vete a saber !)
  2. I like the clean style and the soothing music. (Funnily enough, I made opposite choices: a ‘natural’ environment and a driving mysterious theme. A disadvantage of mine is that it was more difficult to get a representation of the sides of the dice both for technical reasons — 2D vs. 3D — and conceptual reasons — my die does not have the classic ‘seven’s complement’ which lets you deduce an opposite side.)
  3. I have a small question: why did you choose 2 as the winning number? Is it only so that you could use your (cool) logo or is there any deeper reason? ;)
  4. Level design: as other commenters said, you let multiples solutions, which is indeed fine. (My own criterion also lets you do that, actually.)
  5. I see we also both decided to take the classic ‘let’s give our levels witty names’ puzzle/reflection game approach, in Baba-Is-Youesque fashion. XD
  6. What a coincidence, I must say level 11 ‘Journey’ has me laughing: it is the polar opposite of my own level 7 ‘Jittery Mayhem’, where you can get bounced off chaotically into infinite loops by the arrows! XD
  7. I think I spotted another bug than those you listed on the game page: in level 4 (‘One Way’), I managed once to get on the arrow without getting moved, and at the end of the level, I won with the 6 side upwards instead of the 2.
  8. I know for a fact that my former levels are more thought-out, while my latter levels are way more experimental (I had then very little time left to craft them carefully), and this may also be the case for some of yours. For example, your level 7 can be finished quite early and is called ‘Beta’ (was that some kind of test you used?), and level 11, although poetic, is a simple (yet effective) demonstration of how arrows work.
    By the way, another (quasi-)coincidence: you provided 12 levels, I provided 11. Some telepathy at work there?
  9. As a last coincidence, we chose our main titles in our respective native languages. XD (Spanish dos and French idiomatic phrase face à face.)

If I should compare our games on the ‘technical’ side, I would say that yours is neater (both visually and as to some level design) and clearer, while mine is more colourful and (I hope!) bugless (I think I spotted zero bugs in mine, which is a little miracle, as any programmer probably knows). Although it is very easy to restart a level or choose another one in your game, so there is very little to no bother anyway. :)

On the conceptual side, yours focuses on the ground tiles, while mine focuses on the die (and a bit on the tiles through the stamps). Yours uses a classic numbered die with homemade tiles, while mine uses a homemade die (and matching stamps).

So, kudos to you, I enjoyed your game. :) (I even forgot to mention it! XD I was too obsessed by the resemblance.)

One big question I ask myself is which of the two is more complicated (which can be either a drawback or a boon, depending on how you see it) for both the player and the level designer to deal with? They may be of somewhat equivalent potential. Very interesting.

(Once again, I do not mean to compare out of pride or anything, it’s just that I am literally struck at the partial resemblance. XD I am glad we did not settle upon the very same idea! And also glad that the puzzle/reflection genre has other enthusiasts here. ;))

Developer(+1)

Wow, I did not expect this thorough of a review! Thank you so much for spending the time to really think about our game, we really appreciate it. It's always really interesting to see other ideas you may have brainstormed for a game come to life from someone else in a jam, I've had the same thing happen to me before. I'll respond to a few of your points/questions you brought up:

  1. I used Unity to make the game and I believe with their new input system it automatically changes the inputs based on the keyboard being used, so it only matters about the position of the keys and not necessarily the letter on them. I'm not 100% sure though, that's just my best guess.
  2. We both really like simple games and clean visuals so we tried to find a great style that we were proud of. We're really happy with how it turned out in the end :)
  3. We chose the number two simply because it was both of our favorite number. After we chose it, we were brainstorming some possible names and logo designs and came up with "dos" because the "d" and "o" can be filled in to look like the pips on a die (as shown in our logo). So yeah, not really a deep reason for choosing the number two, just wanted it to sound simple and be an effective logo!
  4. The die moving around can be somewhat buggy, so thank you for telling us! I'll look into it and see what's happening.
  5. We came up with around 6 levels early on in the jam and then were kind of rushed at the end to get another 6 finished, so some of them might not be as polished as we would have liked them to be. For Beta specifically we didn't have time to notice how easy it was to solve the level. In the future we will definitely fix the level up and make it more interesting to solve. Unfortunate, but we are definitely pleased with all of the other levels :)

Thank you again for spending so much time to write this comment, it really made our day reading your review. We'll definitely be checking out your game soon!

Submitted(+1)

Thank you for your answer! (I am checking out a bit late: I was so taken by testing, and after four intense game jams in a row (the first of my life!), I need some rest…)

I’m glad my review was of any interest. I try to be fair to every game I get to test and understand how things went, I see it as a matter of respect towards the creators and their result. Others also enjoyed the attention too. :) I just wish I had adopted my latter on-the-fly notes style right from the start of the reviewing process, because I was way too slow and only reviewed a bit under 100 games… <:( (Believe it or not, I was setting for testing as many as I could!)

I feel insightful to have noticed the difference between your levels, but my own woes served as a hint as to what could have gone on. ;) (I realize the too-easy-alternative-to-solve level is another coincidence: this happens in level Minefield too. X))

And the reason for 2 is deep enough for me; I suspected some backstory. :)

Submitted(+2)

Very nice game, thought of the treadmills too but didnt have the time in the end. Super very clean presentation idd, nice complementing music, sweet transitions. 

Offcourse there is the direction problem had the same comments. Obvious seen the title afterwards but initially didn't really understand the objective. Some puzzles I solved randomly without using allot of the tiles.  And I would go to next level automaticly as well indeed!

Really nice job guys!

Developer

Thanks for the feedback! A few of the puzzles have multiple solutions so that's totally fine to beat it not using the full level! We wanted to reinforce the idea that there isn't an "end tile" for the levels, just an end orientation for the die. I'm happy you enjoyed it :)

Submitted(+2)

Best puzzle game of this type I've seen incredibly polished and responsive.
Only two issues:

-The angle you look at the board is 45 degrees meaning that its unclear in which direction which button takes you: "Will W take me left up or right up?" - me a dummy thinks for the 3rd time in the same level

-No next level button so you need to waste 2 seconds watching the sweet transiton to the level select.

Outside these two issues its perfect.

Developer(+1)

Thanks for playing and for the feedback! We realized that the controls might be a bit confusing but we didn't have time to implement a solution. We wanted to maybe have a setting that allows you to toggle which direction is up so you can control it how you prefer. Really glad you found it so enjoyable!

Submitted(+3)

its not a big deal you just have to have a functional memory to avoid this problem

Submitted(+2)

Favourite puzzle game so far, easy to understand instructions and simple but relatively tricky puzzles. Felt very satisfying overall (level 3 particulary felt satisfying) 

couldnt beat level 11 it was just soooo hard!! :P 

Already been said I know you couldnt get it working but on page restart button/next level and perhaps just some text to say what level the player is on, but other than that, amazing lil game!

Developer

Thanks for the feedback, glad you enjoyed it! Level 11 can be a real stumper hehe :D

Viewing comments 41 to 22 of 41 · Next page · Last page