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Roll Of The Dies's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #660 | 3.690 | 3.690 |
Overall | #1896 | 3.080 | 3.080 |
Enjoyment | #2438 | 2.690 | 2.690 |
Presentation | #2622 | 2.862 | 2.862 |
Ranked from 29 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?
Unique spin/Play on words, if something dies, you roll it!
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
Interesting idea! The game has a lot of fun potential. But the physics might be yet too capricious. Moving the orb is tedious, and it's quite difficult to target ennemis with it. Hooks and Blink are useful, but not powerful enough to change the balance. Not sure what the green cubes do either? There's also a lack of feedback (on damage taken notably) which prevent from enjoying progression, and make losing quite abrupt.
But there is still some fun to find. As I said the concept of rolling enemies is neat, and once you got the hang of it it becomes enjoyable. The chara-design is cool, and the starting area looks realy neat! Clearly the game might need some more time to be polished, but it has some cool bases already. Nice job!
The green cubes were a last minute addition, they're power-ups(health, instant reload, increased range, etc). In my post jam build I've added a little more visual distinction between them to make it more obvious! The physics of the sphere have also been altered since, I felt it was really sticky because it was bouncing off enemies as they died and bouncing off skulls as they were collected, so now it just rolls right through them and eliminates anything in it's path. I've also added lots of audio and visual feedback to abilities and other interactions like taking damage, so it's beginning to feel more alive!
Interesting idea here, needs some polish though. I found the controls not that responsive, but I think most of that was a lack of feedback - aiming felt off, and it wasn't clear when I could hook/blink again. I'd be curious to see this more fleshed (ha) out.
I've done lots of work since publishing to the jam, I intend to release more updates after voting ends. So far I've added lots of audio and visual feedback when using abilities, collecting pickups/skulls, and taking damage. My plan is to have a rogue-lite experience with lots of progressions available to make abilities more powerful!
I like the idea a lot! But I found it too hard to control the ball and the character at the same time, dodging and attacking. The controls can use some refinement, which would make the whole dynamic easier to perform.
Maybe you could do more like Katamari and have only the ball/reaper to control, just something like when you hook the ball and it got stuck on the reaper (that seems like a bug atm). Joining those as one character would make it a lot easier to manage! Just an idea :)
Death can die so 0/10 (just kidding! xD). Great job for your submission!
The ball getting caught was a bug I didn't catch on time, but has since been fixed in the post build. It was caused because I forgot to reset the balls rigid body dimensions following death, so the ball would never be able to get close enough to the player to "unhook". I think a lot of my issues with controls feeling off were due to the lack of visual and audio feedback, I've updated this a lot in the post build and also limited the balls physics slightly so when it's hooked it doesn't just bounce straight over your head and become launched anymore! :D
This is a very creative take on the theme! I don't think there are any sound effects? There could also be some better visual feedback to the player about when they take damage; at the moment it is quite hard to keep track of your health when you take damage. It is quite fun and satisfying when you manage to get a high score and a large ball!
Yeah, there are no sounds in the published build due to time constraints unfortunately, it was my first jam and I wasn't sure how best to budget my time! I've added lots of visual and audio feedback in the post built to be released after voting ends! :D
This game was really fun once I got used to the controls. Good job!
A fun little physics game with a cute art style! Would love to see some more music. Blinking was useful but could use a particle effect to make it more flashy.
Neat idea, though the execution falls a little flat.
It does remind me of Katamari Damacy, so there's potential there. However it does need refinement.
A bit difficult, but overall really fun. There are some bugs with respawning and the ball just flying off, but I had some fun trying to kill and roll over as many as I could.
I've since fixed this bug in my post gameJam build, it was caused because I forgot to reset the size of the rigidbody on death so the ball can never get close enough to the player when hooked! Silly me!
Really interesting game concept one I can see being really fun. Unfortunately it seems like the aiming doesn't match the same direction as the cursor (I assume you've done something like use radians instead of degrees or degrees instead of radians). The blink didn't feel the greatest due to the sudden camera teleportation, every time I tried I ended up losing my bearings and then dying shortly after. Fun game though and I managed to get up to 35 by using the ball as a shield
Thanks for the feedback! The cursor should be hidden and a small circle near your player represents your aiming reticule, There may be a bug I need to look at if it's not disappearing! Since the jam I've added some particles and sound effects to demonstrate the blink a little more clearly. It was my first jam and I'm a solo dev, so I struggled with time management a little to get all the features as juicy as I'd have liked lol. 35 is a good score, especially with my crazy rushed difficulty scaling haha!
Ohh! I really enjoyed this, definitely a change to all the other games with dice! Really fun to play once you get going too!
I have to say, this was one of the most clever interpretation of the theme ive ever seen. You ROLL up the ones that DIEd. Easy 5 stars for creativity from me. i really like the artstyle, too :) one thing that i would change is the difficulity. I feel like there are too many enemies chasing you at once. Besdies that. Very good game, great job! :D
Very fun game with interesting mechanics. I like how you kill enemies in this game, with a rolling ball that grows larger when you kill more. This unique design makes this game much more interesting than other similar types(those are really common in this jam). I also like the 3D arts you make, player character and enemies are cute. Maybe it will be a good idea to add a function of get the ball back to the character. Sometimes I lost my ball because enemies forced me to run too far. All in all, nice try for a game jam game!
Thanks for the feedback! The right click to hook was intended to retrieve the ball, I ran out of time to add some other abilities though. But since the jam I've added a reticule to point in the direction of the ball if it wanders off screen! :D I hope to add some risk reward for leaving your ball behind in the future, you're unprotected but maybe you can grab some bonus where your ball can't reach!
Really great on the change of pace from dice rolling games.
A tutorial or at least a pause button would be helpful , since the game started faaar too quick , and due to the lack of feedback I legit thought the title screen was loading..... (I know I was dumb).
I think this game could have benefited from being a 2d game rather a 3d one . Since practically valuable thing could be replicated in 2d with ease, and then the team could have focused more on the art.
I had no team, just solo dev! Haha. Ran out of time unfortunately. I'm working on adding these features no for after the jam. :D
Couldn't quite understand the game at first. The lack of onboarding made it a tad difficult. The blink I couldn't quite figure out for the life of me even after a few minutes of messing about. The game also started a bit too abruptly, but it's understandable for a game jam entry.
I liked the visual style. Some sounds would have given the gameplay some much needed feedback.
Noice, I really like the artsyle, haven't seen anything like it before!
PURPEL ORB
Cool take on the theme! Would appreciate the UI to be a little larger or more visual. I liked the different abilities, good game!
The main mechanic is similar to katamari damacy, which I did not expect from this jam's theme, very creative. The camera couldve used some tweaking though, it felt quite static and hard to see where to head next, maybe have an arrow point towards the closest glowing cube.
Thank you! I definitely need to change the appearance of those glowing cubes if I continue to work on this after the jam, as they're only random power ups to refresh cooldowns or give extra health. They're not supposed to be important to the overall goal of collecting as many skulls as possible, just a last minute addition before submission!
I like how you should both dodge the enemies and control the orb to kill them and getting stronger. But in first time you won't understand what to do in the game. Some in-game hints or tutorial would be fine there.
The idea is really creative, and the gameplay was pretty fun. Unfortunately, I couldn't figure out how the abilities worked, but just pushing the purple bubble around was still fun (my highscore is 15). The only annoying thing is that it seems like the bubble hitbox size doesn't always reset so sometimes I'll have to restart the whole game to actually kill skeletons. But all in all, the game was great (I just wish it had sound).