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Diced Out's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1015 | 3.638 | 3.638 |
Creativity | #1303 | 3.404 | 3.404 |
Overall | #1345 | 3.298 | 3.298 |
Enjoyment | #2021 | 2.851 | 2.851 |
Ranked from 47 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 must roll the dice to gain momentum
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
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
Desipte the difficulty in controlling the dice, the game was still very fun. Part of the fun is the hesitancy of the dice to the steering controls. I think the movement mechanic is quite clever and with some tweaking, it can be really addictive.
Super cute looks, super fun idea! I think the concept you were going for is very interesting and creative, while also looking really well! Unfortunately I think the game needed more time in the feel-good-oven. For the most part it feels like you are fighting the controls rather than fighting the enemies. Having them slow you down is a nice idea but it also take the wind out of the sails. There is a great game in this concept and this is a really nice try to capture it, but I think how the gameplay is brought to the player would need to be readressed if you’d want to continue iterating on the idea.
Still, you did a nice job with this one!
The characters, design, presentation, and art were really outstanding! The controls were a little tricky, but the game was really fun overall. The Kay Lousberg assets definitely added to the awesomeness factor. Amazing job!
Congrats on finishing your game! Well done!
I think my favorite part was the little characters. You did a great job with your assets and making an appealing little level. And I really liked the Sonic inspired run animation for the main character. Get fast enough and you're just a speeding ball!
I think instead of the number at the top determining your velocity and helping the player figure out if they're fast enough to take out an enemy, you could have change your player sprite. Maybe don't change to the ball unless you're going fast enough to kill an enemy? Or sparkle/particle effects if you're going super fast? You've got such a great aesthetic going that it felt a little just pasting a number up top.
Ultimately, I couldn't get more than to the second level. The controls were just a bit too much for me. While the jam theme was about randomness, my player control feeling random just wasn't fun to play.
Good job on finishing your game and submitting. Keep making games!
Really fun! The control scheme was a little tricky for me to get the hang of. I would like to see that tweaked to be at least a little more player-input-dependent and a little less physics-based. Rampaging through the arenas was fun. Some of the enemies needed a lot of precision to take down, and I think the game would be more enjoyable with more direct control and/or bigger hitboxes on the enemies. Either way, this is a really fun prototype and definitely something I would play more of.
The game is pretty good, the concept is very fun and moving through the arena, especially bouncing through tight spaces feels great. The only thing is the dice is really hard to control, also open maps are less fun to play as you cant bounce around that easily, if you add more levels in the future probably make them like the third one, overall really solid entry.
I liked the game and the idea of speed and health being tied together, but I thought the difficulty jumped up pretty quickly. II had a lot of trouble with the mage/archer in a few places where there were big open spaces where the they are easily able hit you if you're headed towards them. I feel like the game could have used a easy level or two where you only have to deal with a single enemy or type of enemy to get used to how to play.
I actually kind of enjoyed the parts where it was hard to control. On one or two of the levels, I just let the die go bounce around randomly and then tried to use the controls to just lightly influence it to try and hit what I wanted.
Good job, it was really fun. I accidently skipped the instructions so I had no idea what to do until I died then I read them. I think the fact that the controls are not super easy is good. If it was really easy to control the dice, the game would have been too easy and I would have finished the game in less than 2 minutes I think.
Great concept, great graphics, but it’s hard to control the dice, it’s too fast !
Game is pretty fun. Maybe add some music later? :)
Nice game, I like the idea but it is really hard to control. It took me a while to understand I am not a knight but a die :D I can see potential with better controls and more simple arena shape. Good job!
Yep... the controls are indeed very difficult, when we were playtesting we even acknowledged the controls being a bit difficult but we just didn't have enough time in the end to fully balance and adjust things. So far everyone has mentioned the controls so we are 100% going to make them easier. Thanks for the comment and feedback!
I liked this one a lot - very smooth and satisfying to play. I think maybe a sound effect for bouncing off the walls might have been nice. Great work :)
Good game, almost like a pinball game with a little player control. I could see you developing this into something really great.
Thank you for the comment, we were for sure thinking about continuing to work on it.
I feel like I'm the only one who still can't play this game: Everytime I press a button to start the game at the main menu room, the game just completely crashes.
I just don't know as to why it only happens to me.
EDIT: It just crashes in the middle of nothing in the Menu, even when I'm not touching nor pressed anything...
I don't really know how to help you out, as we obviously can't edit the game while it's in voting + I don't see how it could be crashing as well...
As soon as the game launches and you're in the tutorial, try pressing the mouse maybe?
Tried that, started slow, ended up crashing after 3 seconds. Maybe too much memory/cpu usage?
I really don't see how, unless you have like a pretty bad laptop I guess. Anyway, I'm sorry to hear that you're not able to play the game, and like I said, can't really see the reason, sorry about that...
I liked the concept a lot, but there are a few implementation issues which holds it back. Having so little control over your movement starts at a hectic fun, but when you get to the point where the wizard who couldn't do enough damage to kill me, kept preventing me from killing it, it became frustrating. Most enemies could have done with larger hitboxes, so the barely misses don't happen as much. The game unfortunately got stuck after level three. Maybe that was the last level, anyway I couldn't tell.
Also, don't forget the quit button for an executable.
Unfortunately we were running short on time and didn't really get to polish the game in the end... So stuff like balancing the enemies (mainly the mage) and increasing hitboxes etc. just wasn't a thing. Also, yes, again unfortunately we only had 3 levels including the tutorial as there was no time to create more, and so we also didn't get to do an ending screen. We were planning on at least 4 more levels and each having 6 variations as you'd roll the dice for each level's difficulty, but that's all I guess, planning big for a game jam is just not smart, but it was fun.
Good work with this game. Its got the most interesting movement mechanic of all the games I have played so far and is a lot of fun.
Glad you enjoyed it!
Neat concept here! The speed of the player makes it somewhat difficult to be precise when aiming for enemies but a really solid game on the whole!
Cool concept. I like the visuals and sfx. I get it that the control feels too clunky, but that was just a minor thing for me.
It's too hard to control and the mage is too powerful, but even with these problems it was very fun to play. Ricocheting around like a mad-die with repeated clink sounds was really enjoyable and eventually hitting enemies felt satisfying. The environment art is also great.
Interesting concept, though I couldn't really find the theme, apart from the player being a dice. The controls were kind of frustrating.
Yea we had a much bigger plan for the theme, we were gonna have the dice dictate what level difficulty you got based on the 1-6 numbers but unfortunately we just didn't have enough time... but even without that we still have the theme of the dice rolling around the level. I can see the controls being frustrated or difficult to get used to too, we were thinking about continuing to work on this so making the controls more friendly and easier to use would definitely be one of the high priorities. Thanks for the comment and feedback.