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Dice Knight's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #1027 | 3.279 | 3.279 |
Overall | #1062 | 3.411 | 3.411 |
Creativity | #1161 | 3.465 | 3.465 |
Presentation | #1294 | 3.488 | 3.488 |
Ranked from 43 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 navigate a knight by throwing dice
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
Pretty good, I had an issue where I went into full screen and then all the text permanently disappeared though. Not sure how far I made it but it was pretty far.
I like the concept here - the combat system and movement felt unique and fun to use. My only gripe is that the game was pretty zoomed out and low-res, which made things hard to see. Other than that I really enjoyed playing and loved the concept. Good job!
Yeah not being able to use fullscreen really messed up the experience. Really not sure why it breaks on fullscreen.
Thank you for the review!
I love the artstyle and animations in this game. Also the special effects were very satisfying. My favourite part in gameplay was the combat, It's very fun.
Nice game! Thought the art and animation was nice, and mechanics were solid. My feedback would be that it would be nice to have some bigger indicator of where your character is located on the zoomed out map, and it might be more aesthetically satisfying if a die was rolled instead of the borders just changing for the dice stuff, even though functionally its the same thing. I had a lot of fun though, and thought it was very polished.
Amazing!! Great art! Great idea and a VERY fun game. Need a tutorial (like my game, defenetly soemthing i will learn for next jam) but an amazing job!!
Great visuals and music! UI is a bit confusing
Nice solid game! The overall atmosphere of the game was on point, and I played a couple of runs just to see how far I could get- very enjoyable once I figured out how everything worked. My final run ended at level 12 or 13 after I took either 12+9 damage or 129 damage on a crit.
Since you asked for critique- the biggest space I can see for an improvement (besides a possible tutorial and extra features now that it's not on a time crunch haha) is in the UI. One I got into the rhythm of it, I could tell when at least some of the monsters would attack, but being able to see a turn order would've been very nice, as well as hopefully being able to see all my unlocked skills at once even if not all of them are active at a time.
On that note- skills! I liked having to use attack / defense to charge skills, but the ui for them was also confusing and probably needed adjustment to make it a bit clearer, especially since it was bugged for fullscreen.
Thank you for the great review, i really appreciate it!
Solid presentation and satisfying gameplay. I found myself wanting to know why I was in the tower beyond the need to defeat baddies. Good work.
This is really, really good, actually. I think it's a fantastic idea that you should continue fleshing out.
Unfortunately because I'm an old man who has resolved to be honest, I have to take off a few points because I went and checked out your previous game that this is 'based on', and it's kind of clear this is just a continuation of that game, to me. Maybe even the same Unity project (with lots of further work, of course), since the files are even both named "towerknight". Don't get me wrong, it's obvious that you've put a ton more work into it. This isn't a knock on the game. Just on the submission for a jam, I guess.
Since this jam is supposed to be a new idea, a fresh start, I had to take off a few points from my vote for that. But seriously, I think this is great. Fleshed out, I could see myself putting a lot of casual hours into a game very much like this. Great work :)
Thank you for your in-depth review!
Just to be clear, the SFX and 3D models are from previous projects, but I have not entered for the art nor SFX, I have only entered for the game itself (Code) and most of the actual game is made for this Jam.
Yeah, i was thinking about contining working on it because i have so many more ideas for it like boss battles, items, more events, better procedural content etc,
I really appreciate the fair review, thanks again!
Took a bit of time to figure out how it works, but once I did I really liked the game. The music and sound effects perfectly match the feel of the gameplay, and I liked the powering-up mechanics, I would definitely love to play an expanded version of this.
You have a great art style, but without a tutorial it's really hard for me to understand how to play. But it is very cool game.
Yeah, didn't have time for any kind of tutorial but i improved the description so it should be clearer now hopefully.
Thank you for the review!
I loved the art style. Took me a bit to read what was happening with the non-fullscreen window (shame fullscreen breaks it but what you gonna do?). Also took me a bit to figure out what was happening with the two buttons but once I did I really like the idea of a two button system that has like 2-3 systems integrated into it. The red and blue markers help a ton for reading where you are going to go and eventually I realized the marks around the buttons are telling you "# spaces" you will move. I like the idea of the combo system because it comes with a risk of choosing some lesser options just to fulfill the combo. Really cool game!
Definitely needs tooltips for all the stuff going on, but it's cool
I improved the description, hopefully, it clears questions. Thank you!
Wow this is pretty cool. I really really like there are just two buttons for the controls. I mainly wish that I could enter fullscreen or just have a closer look at what was happening
Wow this is pretty cool. I really really like there are just two buttons for the controls. I mainly wish that I could enter fullscreen or just have a closer look at what was happening
I didn't understand what I was doing or why... I eventually understood just enough to to barely stay alive... until it wasn't enough and I died.
There's the start of a good game here with some more tutorial and story... maybe some goal.
The visuals are technically impressive, but maybe not the most clear.
I improved the description to explain the different mechanics, hopefully, it clears it up.
Thank you for the review!
The art is really nice even if a bit busy, the gameplay play seem a bit unclear but I get the hang of it after a bit of time.
Really awesome animation and I like the core concept too!
Didn't do the animations, but thanks! :)
I like the idea - the art is amazing and the gameplay is really good. However, I was very confused since there was no tutorial.
I got the hang of it in a few minutes, though.
Thank you, yeah didn't really have time for some kind of tutorial.
I just didn't understand what the controls meant. I just clicked the buttons randomly and looked at what happened. I had no clue.
Added some description, hopefully, it helps a bit. But basically, you navigate the knight by throwing the dice, you can choose red or blue dice to land on a spot you want like healing fountains or rank-ups.
And in combat, the roll determines how strong your attack or defense will be. The higher the roll, the better the outcome. But you can only choose one at a time so choose wisely :)