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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
It took time to understand, really difficult to grasp without tutorial. But, once I have a good handle on things, that was a really fun experience, quite addicting too. Really cool art style choice too, really nice job!
Yes, the lesson learned for the next Jam is to at least put away 5h for tutorial and polishing instead of adding extra content that no one will be able to reach.
Thank you for the feedback!
I really enjoyed your game! Usually people said that to me about my game, but here I understood why they said that, that the game opened up to them in a new way when they learned new mechanics.
At first I was just picking my offense and defense. After a while, I noticed that the things I choose (in which there is no word) turn out to be abilities in the upper left corner. And I have to choose attack or defense to activate them.
Initially I was just looking and didn't understand why the character was doing some extra action.
Oh, correction. Read it in the comments. Turns out fullscreen takes away the text display. However, for your game, you could call it a plus. I was able to navigate without text :D
So, I interrupted. Perhaps when doing an attack/defense, it would be worth doing some sort of glittering line fly through from left to right in the background of the skill. And if the skill is completely full, you could make that line bigger for the player to notice. You don't have to make the interface stay within its zone. These lines can cover the center of the screen a bit so that the player pays attention to it. However, this is just an example.
The gameplay is very addictive. With very little health, I made it through a few more floors on the shields only. Got to some floors with no background wall, just columns. Again, was without text, don't know which one is which :0
In general, you can seriously try to practice readability of the game with the erasure of the entire text from the game :D
The game is very interesting, addictive strongly.
Glad you enjoyed the game!
Yes, i think either you get the game or you don't and based on that you will have a vastly different experience. I am glad at least some people could figure out the mechanics themselves, thought for a moment that the game was quite ruined with all the complexity. The irony is that I tried to make it extremely simple by having only 2 dice that you can choose but I succeded somehow to mess that up :)
Thank you for the lovely review, I appreciate it!
I think it's nice to have a simple input to influence some not-so-simple mechanics.
There's no hassle to control, you know which domino to drop to affect a certain thing or several things. The domino principle is really appropriate to mention here, because you're not just hitting enemies or defending yourself, you're also affecting the skills you execute.
It's indirect control, and it's pretty good here.
I'd love to see your game with everything you've learned!
I love the simplicity that covers deep complexity and that is usually what i strive for when making games. Interesting mention of the domino principle, never thought of it that way but i agree.
Yes, i will make a post-jam update where I will fix all the issues they're currently in, with a boss battle hopefully in the end.
Who knows, if i enjoy working on it enough i might turn it into a real game.
Good luck with that!
Really cool game! Nice concept and nice art! Really fun to play, good job!
Thank you! :)
Suuper fun and addicting game !! I found myself playing this one for a while and a well polished game too :)) Good stuff overall :D
Thanks you, i appreciate it!
Made it to level 14, going with as much offense as possible lol. It took a bit to figure out, but once I did everything worked really well. You did a good job of making most of the decisions not just "choose the higher number"; like exploring is a trade-off between moving far and landing on a beneficial space, and combat is a balance of using naturally high rolls vs. activating skills.
Glad you figured out how the game works!
14 is very impressive, my highest is 14 as well.
Thank you for the feedback!