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Six Sided defenders's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #354 | 3.889 | 3.889 |
Overall | #993 | 3.444 | 3.444 |
Enjoyment | #1332 | 3.148 | 3.148 |
Presentation | #1668 | 3.296 | 3.296 |
Ranked from 27 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?
All main characters are dice and you cna roll them to change their skills
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
I like the novel take on the tower defence style game. Adapting the units on the fly is pretty fun. I think it would benefit from the units indicating what level they were somehow - but asides from that I really liked the style and music! Keep up the good work!
This is an interesting mix game honestly, kind of a strategy/tower defense which I am always a fan of, moving your units around while also defending through waves of enemies based off your towers strength and layout.
Though I will say the game is a little slow in letting you set that layout, which sort of makes sense if you were planning to use it for a bit of a "limiter", ex. switching from or 1s to 6s to avoid using the crazy power. Which makes sense. The problem in my opinion though is that it's really slow. To the point that it makes it a pain to switch honestly, especially combo'd with the slowdown somewhat. The amount of 4s (the tanks) that died during a selection was a little crazy in my opinion.
SO maybe speeding that up slightly to tweak it could be interesting. I'm not sure if removing it entirely would be the best just because it does add a bit of strategy to what you're doing, though the fact that it's quick time essentially I'm not the biggest fan off. Since it means whenever it rolls over the number you want you basically have to drop the tower to get the number you want. Wherever that might be.
Otherwise though a few other tidbits I'd say is that it is a little vague trying to keep track of all the towers, especially selection wise when you cram them all into the middle area. Which is a little weird, it sort of makes sense as a way to limit XP, except there doesn't seem to be a cap on how close together towers can be so that doesn't really last as a limit. Personally it seems like the balance of "XP vs attack" is a better way to handle it to make it a little less forced in your placement.
Also I will say the tower abilities are a little iffy, for example 4 is obviously sorta powerful. Though I never really got to use 5 since it doesn't contribute, and it doesn't gain XP. It sort of comes more down to a mix of dmg vs xp in my experience. Though having it be faster to change towers could possibly help remedy that situation, it's hard to tell.
As well throughout there's a bit of vagueness on the stats and such of towers, Specifically figuring out what level a tower is, there were quite a few times In grabbed a tower, thought it was one that had a specific level and then proceeded to try and place itg on that level, only to have it place on the level beforehand. Which led to a lot of 2s in place of 3s or 3s in place of 4s etc. I feel like some sort of level indicator above the die could help? Also maybe more strict placement would help with the the selection issues. Though that's a relatively big change so I'm not sure what other issues that mighy cause.
Overall though a really interesting way to setup, wat least what I would call a TD/strategy game. Cause that's what it ended up feeling like (but that's just me). I'd be interested to see what changes come post jam. Also one final little note, I feel like maybe making it so there are more defined entrances for enemies could be interesting. That way you could fortify entrances, or, maybe block areas to create entrances. Then a big enemy would be a lot more balanced and also be able to have a lot more variety. Since you have a better indication of where they're coming from to allow you to plan, and then get destroyed by something crazy.
Really cool concept
Creative mechanic well realised.
Definitely got a bit too crowded in that box to effectively take action, but I got pretty far any way :D
Very unique gameplay and fun too. It would be good to see some sort of indicator to see the current level of each dice
Clever concept, neat presentation. I had trouble to understand how to roll the dice everytime, but I'm not sure if it's intented or not (I dragged and dropped a dice and it would sometimes get on the same face as it was before the roll). Good entry overall!
Very fun concept and gameplay! Can get a little overwhelming with so many dice at once; specifically I noticed that while the [3] die was on cooldown I was unable to pick up any of the dice close to it so it became tough to manage placement with a small space and many dice. However, each powerup was very interesting and useful and the game was overall addicting to play!
I quite like the concept and once I figured it out it was a decent bit of fun, though it definitely took me a bit to figure out how the swapping and attacking and stuff actually functioned. Pretty creative take on the theme, nice work!
Interesting idea of the game, maybe with some tutorials will be better, I had spent a few minutes to figure out how game plays first
A solid entry for sure, lots going on mechanically! I managed to beat this on stream over at https://www.twitch.tv/broxxar if you wanna find yourself in the VOD later ^^
its a lot
of fun however, it feels like things are happening at random, its a lot of fun thoThis is a fantastic game to have been created in just 48 hours! The whole premise of controlling multiple dice to use their various powers was really fun, and I look forward to seeing what this holds in the post-jam version.
Here are my thoughts on what was good and can be improved:
-Controlling the horde of dice was really hectic and fun, but having a better way to select which die you want to pick up could be useful.
-The enemies don't really have much variety other than health, making more enemies that require you to switch up your strategy could be fun, and add to the hecticness of controlling many dice.
-The death wizards only really being able to viably be killed by sixes isn't really great. Allowing multiple strategies to succeed against them, while not all, could be better. Having some kind of indicator that this is what you need to do, or should do, could also be helpful to someone stuck on them. (In my first run I just thought these were like the reaper in Vampire Survivors, unkillable and just there as an end to the game)
-Switching what side a dice is on can be tedious, although the slow-mo help mitigate this somewhat
-Figuring out what level your die is is not too easy, as you have to wait and see where the slider ends up. Maybe their shirts have pips on them to display what level they are.
-The Cooldown on three's ability, four taunting enemies and five buffing allies should all have visual indicators that something is happening.
-The upgrade zone in the center felt like it was redundant, as you're forced into playing in the center regardless of whether it is there or not. Maybe making more zones around the map to expand the strategy, or while one's gain xp in the zone, other numbers are weakened while in it.
Once again, this was a really good game and I hope my thoughts can help you make this game better. I'll be playing the post-jam version once it comes out!
Thanks, that was pretty detailed and helpful feedback.
Creative concept!
Well done!
Critique:
Good stuff:
Great job!
THanks for the feedback! I kinda made a double spawn bug in the last build for both monsters and dice, I think a some of "too much " problems come from there :D I can bet you listened to "Bo Burnham - Rant". He actually used same creative Commons music bit as I did for the violin/bass part.
Exactly, it was Bo Burnham - Rant! Thank you for telling me this name. I ended up laughing through a handful of his songs, haha.
I just had about 40 minutes enjoying his stand ups and songs, laughing all the time through. Thanks, FancyHat.
Very creative!
I really enjoyed the creative liberty taken for this game. Job well done!
The little dice men are so cute. :)