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A jam submission

Roll Of The DiceView game page

Submitted by tritex — 42 minutes, 11 seconds before the deadline
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Roll Of The Dice's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#41852.1823.333
Enjoyment#43541.9643.000
Overall#46142.0003.056
Creativity#50301.8552.833

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?
You Roll And Pick Die to change your movement or ammo

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

I can really see how much the time constraints were a problem, bc although the visuals are great the level design balance wasn't as good., with some tweaking it could become a fairly interesting strategy game.

Also I walked off the path accidentaly and the tiles ahead just stopped spawning, so maybe leaving the movement automatic would be a good choice to limit the player both strategy wise and to avoid bugs like these.

Submitted (1 edit)

I like how punchy  and physical the game is, it's nice you can slap the dice together and push around.
I just don't really feel like the dice adds anything to the game, its functionally impossible to actually get hit because youd have to intentionally move into a danger spot which is always avoidable.
The strat is always to put the lower dice into ammo and the higher into movement since you have to move so far and shoot so few. Starts fairly slow as well, and fiddling with the dice quickly gets tedious.
Still, the dreamy music and backgrounds were a treat. 

Not sure if there's an end to this since somehow I managed to walk off the path, and after that it wouldnt let me move. Do let me know what awaits the end of the wizards journey.

Developer(+1)

Thanks for the feedback Bolt

In the current state of the game the main strategy is minimise ammo and maximise movement. That was obviously not intended, the intention was to create a dilemma for the  player between sacrificing movement or ammo but due to the game jam time restrictions (and me working on the juice and feel of the game for a bit too long in addition to me failing at making pixel art) all culminated into a game that came out not really fleshed out with a lot of bugs and apparently some forgotten colliders.  The music is a 8 bar repeating chord progression.

Fyi, at the end of the game a panel pops up which says "You Woke Up" and then the game exits which makes it seem that you were the wizard and woke up from the game.