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Mecha-D6's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #88 | 4.088 | 4.088 |
Overall | #235 | 3.931 | 3.931 |
Presentation | #361 | 4.118 | 4.118 |
Creativity | #851 | 3.588 | 3.588 |
Ranked from 34 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 play as a die that can roll to dodge switch their weapon
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
Really nice shooter of this theme.
I really liked the pixel art visuals as well as the sound effects, the music was a bit too edgy and sharp for my taste.
Extermely nice game tbh.
Well worth to continue the development <3
One of the best unveilings of this roll to swap the weapon I played this jam. The art is really cool and game feel is amazing, very well polished. Congrats on this solo submission especially because it was made using pygame.
I understand why there is ammo instead of just rolling to the next weapon but I don't get why not reload each weapon after rolling. There already is quite a long cooldown on rolling in such a caotic bullet hell and i was annoyed when I rolled to dodge and next time i rolled into that weapon it was already low on ammo.
I often found myself left clicking while I was out of ammo, maybe make the player roll on left click if he's out of ammo.
Also a cool thing to do would be to actually manipulate the dice rolls. So that you dont get the same weapon until all 6 (or atleast 4) weaopons have been drawn already.
And finally, a bit of pitch shifting on each shot would help especially on fast shooting guns.
Overall fun game but a bit annoying solution for guns rolling.
P.S: I find it fun how each jam people manage to sqeeze in a random weapon game.
Very good visual style for 48 hours! I think the concept is good but it feels a little "off" to me personally as in the limited ammo is nice to force the player to switch weapons, but it's annoying as a player to constantly get a new weapon (often really quickly too). I feel like maybe a predictive dice roll would be better 1 -> 2 -> 3 -> 4 etc which would mean the player could predict what weapon they have next.
The art the visual clarity is really good. The red outline on the enemies make them incredibly visual at all times.
I love the Sidebar of all of the weapons and how it shows what all of their ammo counts are. That's really cool.
This is very well made. One thing I will say, having made a similar game myself, is I don't think you need the restrictive ammo count. The way I see it, it's the weapons forcing you to roll, not the rolling forcing you to switch weapon. The weapons are also mostly on par with eachother, so I don't feel like the dice rolling is majorly affecting how I play outside of needing to stop attacking for a second. Some more enemy variety would've also been nice.
I'm glad you liked it!
Also I've heard a lot of people say that they had a favorite weapon, and I wanted to prevent people repeatedly rolling to get to it, and having low ammo helps remove the incentive to do that. I will say I definitely made it a bit extreme, but the alternative of focusing more on the dodge doesn't really work either when you aren't consistently in danger that you'd need to roll out of with the way the enemies work, especially in the earlier waves. I originally wanted to add turrets mounted to the edges of the play area that would let out a wall of bullets that you would 100% have to dodge to fix this, but I had to scrap it for time.
If I could do this again from the start without time constraints I would absolutely do it that way though.