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A jam submission

Dice WarsView game page

turn based rpg; tactics
Submitted by OcarinhaOfTime (@vagnerseibert) — 47 minutes, 26 seconds before the deadline
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Dice Wars's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#55111.4182.167
Presentation#55271.5282.333
Overall#57961.3822.111
Creativity#59751.2001.833

Ranked from 6 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?
We made an strategy game, where dices are used to move the characters and attack.

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

(+1)

Good art and music, but a bit slow. If you were to expand on the game, the units could have their own die which have their own set of numbers (Ex: one troop could have a high chance of doing 1 damage, but a low chance of doing 6 damage, while another could have a more balance die).

Overall, you did pretty good for a 48 hour game.

Developer

Thank you for the feedback.

Yeah, the game was indeed in need of a improvement in its speed., alongside with many other polishments.

One of our first thoughts was to add skills to each character, in which they would have different sets of dices, and different rules for each, and I reckon that this would be inline with one of your suggestions, but alas, time wasn`t in our favor xD.

(+1)

I like the music in this game! It's quite appealing and fits the genre.

Having said that, the game's presentation is a bit confusing. Could really use some kind of indicator for which units are enemies and which are you guys. That would do a lot to alleviate the confusion. The dice rolls themselves need to be sped up too. They are way too slow for something that is happening so frequently.

It's also really hard to evaluate this game because it's quite buggy. The movement indicators will often stick around after you've moved. You can often click on the map mid-movement roll and you guy will just go there - even if it's outside the range of their roll when it eventually completes. It frequently seemed like the attacks didn't always subtract health. Sometimes I would attack a guy and they'd lose no HP. Sometimes I'd get attacked and lose HP. All and all, it made it really hard to keep track of what I was actually doing at any given time.

Quite a complex game, though! There's probably something here under all the bugs. It's no mean feat to get this kind of AI up and running in such a short amount of time, so congrats on that!

Developer (1 edit)

Thanks for the feedback. Making a strategy game was way more challenging than I anticipated, hence the lack of polishment.

Clarity was indeed an issue. We had planned on adding some more information in the HUD to help players distinguish better each character, and also the overall pace of the game was slower than it should