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A jam submission

A Dicey AdventureView game page

A simple high score based game
Submitted by burakalp34 — 36 minutes, 15 seconds before the deadline
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A Dicey Adventure's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#50301.8552.833
Enjoyment#53261.5282.333
Overall#54961.6002.444
Presentation#56911.4182.167

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?
In made combat depends on dice decided multipliers

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?

Yes

We created the vast majority of the music during the game jam

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Comments

Submitted

Nice idea! It was too hard for me, maybe I just didn't fully get how it works. There seemed to be some bugs with buttons not working and others working when they shouldn't.

Submitted(+1)

Hello there, I have just tried the game. :)

Although rough, it looks neat and working. I am sure you could have made it richer with more time, so I am taking into account that you created it in 12 hours. ;)

Some comments:

  1. On the title screen, there is ‘theh’ instead of ‘the’ and ‘sidewith’ instead of ‘side with’. Nothing serious, but I am a bit OCD. XD
  2. Once again, a QWERTY-only game: my AZERTY fingers will not survive! XD Just to let you know (this can be really useful), there are generally simple ways of programming so that the physical locations of the keys are taken into account instead of their symbolic values. I am not aware of how Unity does that, but it is most probably possible (possibly below at C# level).
  3.  You can retreat and come back, continuously, until you get more favourable die statistics.
    I would suggest applying either a probability of success for retreating, or letting the enemy attack once when you retreat.
  4. Does XP serve a purpose for the moment? And what about the trophy icon?
  5. I notice that the enemy seems not to attack while the player is healing; this makes battles very easy. I guess you should get attacked even when healing.
  6. When the die reaches the minimum threshold, ‘Dice value too’ is displayed; I think the word ‘low’ might be either hidden because of a carriage return or plainly missing.
  7. More importantly: I think the way you handled the theme is too classic for my taste: you added a randomness multiplicative factor to how combat is handled, which does work, but I see it as a little tweaking that lets the main concept intact rather than as a central twist that would totally enshroud the game. It looks like many contestants also thought adding some randomness might do the trick, but I feel more is needed. That is my opinion on the importance of the theme, though, someone else may differ.
  8. I did not go out of my way to defeat all enemies once I have seen some battles and how they work, but could you tell me whether something special happens once all are defeated? I am curious. :)

Of course, the game is rather coarse as you mention yourself, since you had so little time. Still, the main mechanics are here; it’s just that it lacks being expanded into something more personal. My main criticism is thus not that it is technically very prototypical (and actually, you made a good job having a working game), but rather that the underlying concept lacks originality. And also, that some game mechanics have to be sorted out.

On a side note, a little musing: the dry statistics-based interface reminds me of a spoofy game called Generic JRPG from the 2012 French contest Make Something Horrible; it’s not that your game is bad, it’s rather that it has me thinking that you have the main mechanics of ARPG / JRPG while those more polished titles essentially hide that they do little more. XD

Thank you for your contribution! I do not know if you intend to enhance it in the future.

Developer(+1)

Hi there! Thank you for the detailed comment. I noticed some of the problems you mentioned like typos right after uploading the game but since the submission period had ended I didn't have time to fix it. XP is only really meant to be a high score with no purpose. The trophy is meant to represent your high score. But since I forgot to assign the functions to the game over buttons, and those buttons save high scores, it doesn't really work. In the dice value too low text box a set font is used which I forgot to change so the last word is not shown. And yes, the game logic is a bit cliche but I came up with the idea just before sleeping and started coding in the morning so I didn't really spend a lot of time on that. Finally, defeating all the enemies just ends the game and the point is to get an high score by defeating as many enemies as possible. Once again, thank you for your detailed comment and time and I hope you will also take a look at some of my other games! :-)

Submitted

Thank you for the further information. :)

But since I forgot to assign the functions to the game over buttons,

Haha, those things happen! XD And when it does, just laugh it off. ;)

And yes, the game logic is a bit cliche but I came up with the idea just before sleeping and started coding in the morning so I didn't really spend a lot of time on that.

Very interesting: I think the strategy you opt for as to the core idea is paramount for this kind of game jam! I am not experienced at all, but I notice that by taking a lot of painstaking brainstorming initial time, I managed to have an idea which is original (at least so I hope, not seen a lot of the games!! But I get a sense of what is out there through browsing). Time investment is important, both for the beginning… and the end, as it cost me several precious hours of development time, which were felt! X) For the record, I only stabilised my ideas and set course on Saturday 16/07/2022 at 11.07 am (in France, where the starting point was Friday 15/07/2022 at 7 pm). And even worse, I had another delay hesitating immensely between two frameworks for technical reasons (one has a problem for producing navigator versions and might require more heavylifting to produce the skeleton, the other has more messy handling of tilesets and uses OOP which I find spaghetti-like compared to ECS).

In the end, it paid off. I think you cannot build on unsound foundations.

I hope you will also take a look at some of my other games! :-)

Duly noted! :) (And I mean that literally, you got some lines in my huge messy file. XD) But for now, I still have a huge amount of testing-reviewing to do… :S So, see you later! ;)

Developer(+1)

I was traveling abroad the day the jam started so that's what caused the time constraint. But regardless, thank you and good luck in the jam! :-)