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DiceDungeon's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #733 | 3.818 | 3.818 |
Overall | #1132 | 3.384 | 3.384 |
Enjoyment | #1191 | 3.212 | 3.212 |
Creativity | #2050 | 3.121 | 3.121 |
Ranked from 33 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 are a dice and every thing is based of dice rolls. characters are dice, enemies are dice, doors are dice. power ups are dice, weapon are dice
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?
No
We used pre-existing audio
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Comments
A decent little dungeon game.
Art is nice.
But yeah it just feels like it isn't juicy enough.
Playing games like this just doesn't feel good without enough feedback and such, like, youre playing but you dont feel like youre playing, yknow?
Might just be a limitation of the jam but something you have to factor in when planning I think.
Also maybe I didn't play long enough but I was wanting the abilities and stuff to stack and get really wacky, but every time I picked something up it just felt the same.
Hey Bolt, Thank you for the feedback
we will work on it after the jam finishes so hopefully many of these points you mentioned will be implemented
Thanks for playing. Yeah maybe the power ups take too long to stack. The most visual one is the drones because you get an additional drone every time. Yeah in game jams I usually just get the mechanics in so juice is always on the back burner. Like I only got the enemy movement and combat in during the last hour and didn't have any time to test it lol. We are planning on working on the game post jam so we can work on adding the player feedback and make the scaling better.
Right now every 10 rooms you clear you get a new character and the difficulty rank goes up one making enemies have more health and do more attack and items in the shop cost more. But it needs work to keep the game feeling challenging but also make you feel powerful. I think the risk of rain games do a good job with that.
Thanks for the feedback. I Think you're the first person that mentioned the power ups didn't really leave you feeling like they were making a difference so that's a great piece of feedback
Hah, we've definitely fallen into the ol' juice on the backburner trap before .
But I've come to realize for almost every game it's the most important factor, at least IMO. Doesn't matter how good your ideas are if you cant sell them to the player, yknow? And the thing is that it doesn't have to take that much effort, just decently punchy sfx and some screenshake in the right places is 10x better than nothing. Most difficult part is probably just knowing where to put juice when the mechanics havent solidified yet , but I think that's part of getting good at jams.
But I'll admit , I didn't really play long enough to really get into it, mainly because it was genuinely a bit frustrating not having any feedback for what I was doing. So I didn't feel encouraged to try again when I first died early on.
The only thing that seemed to change when collecting powerups was the sprite of the projectiles, which doesn't really register as much of anything happening. And also feels like its just replacing the previous thing instead of building stuff up. I imagine the balance for this kind of progression is pretty tricky to do well though.
So don't get discouraged, and keep pushing🐱👤
that should be a gamedev/gamejam video/article/talk always make sure to pour out some juice on your game early on
It's a solid roguelike, with some impressive variety for a 48h jam! One thing I'll say though, it needs just a tad bit more JUICE. For example, when you get hit, make the screen shake or flash: it wasn't always obvious if something hit me or not, so I often found myself dying without any appaerent reason. But it's a bit of a nitpick, and something I struggled with myself- so overall, you did a great job!
Edit: I just realized by reading the rest of the comments that I basically said the same thing as everyone else- should have read them sooner...
Thanks for playing. I appreciate all the comments and feedback even if they are a lot of the same things. Because that just makes it even more apparent of what the game really needs and we want to continue working on the game. Plus I feel like it's good to just get your thoughts out in the comments right after playing when it's freshest in your mind. Juice is always one of those things that I feel like I neglect during game jams, but you're the first person to suggest a screen shake, I think that would be actually good in addition to a flash or hit animation. And a screen shake in this game wouldn't be too jarring since it's just one screen without any camera movement.
Good roguelite with the dice theme!
What I liked?
- Several characters with their own effect
- Great pixel art
- The dice theme with roguelike type is really interesting and well incorporate
Other comments:
- No damage feedback on Player, so I didn't know when I got hit
- Sometimes I lost some life points, whereas I just went in another room
Overall good job!
thank you so much for playing. Yeah, player feedback is super important and sadly we didn't get it in this time around. The health thing is a bug that was a ctrl+z error, oops. I immediately noticed that one after submission. Bummer about that bug was that I fixed it in time before the new extended deadline which I didn't know about, otherwise I would have updated the build. We plan to do some post-jam updates adressing some of the issues stated in the comments. It's been a really great jam, seeing all the amazing games and getting all the great feedback
Wow! That's a lot of art and game mechanics for a 2-days! I agree with the other commenters that the main thing I felt was missing was some kind of feedback when I got hit.
Thank you for playing. The gameplay mechanics somehow were all designed up front on the first day of the jam I just got to thinking of an idea that would utilize the theme. And for the most part that's exactly what we did. I think the part that helped was a six-sided dice gives you a good amount of variation but it also limited us as well. The limitation of a 6 sided dice kept the game feasible for the jam. I know a lot of game jams I got way too big in scope and had to cut features left and right to get the game submitted, but this time we were able to basically get the majority of things completed.
I loved this game's art.Good job!
by the way could you play and rate my game?
thank you for playing. I would love to play it. I'm making a list of games to play since I've been working. So I will definitely play yours.
Thats a lot of content for a 48 hours game! Pixel art looks great although some effects for dealing damage/getting hit would be a great addition.
I understand why you decided not to go with the binding of Isaac control scheme for the jam, but hope that you can switch to it in the future, as it does feel like a natural fit for this type of game.
Overall - great game, that could really shine with some work.
thank you for playing and thank you for the feedback. That's the great thing about doing game jams is getting the feedback. It only helps us all be better game developers and hone our skills. Especially when you hear it multiple times you know ok this is the right direction to go in.
Nice pixel art shooter with dicey mechanics, lovely game <3
thank you for playing.
The art is really amazing! The concept is good and the game itself is great, but it has some downsides.
I understood what to do quickly, which is a good thing, but I feel like it could use a short introduction or tutorial.
There is a number of characters but you don't notice what they do except at the start of the game
It lacks audible and sometimes visual feedback. For example,
I have no idea when or where I took damage. The only change happening is in the small hp text, which is usually not noticable. I'd recommend sound and the same enemy hit effect on the player (also there is a bug where you could get damaged multiple times with the same bullet without the hp being updated).
The bomb ability has no range indicator, and other projectiles and abilities would benefit a lot from adding hit effects and sounds.
The game is a bit hard because you can only fire at a 90-degree angle while enemies can easily fire diagonally and in all directions.
I hope you don't get from this that I hate the game. It has potential, and the art and music are really good, and most enemies and mechanics are already implemented and it's a really good job for a 48 hour window, I'm hoping to see a polished version one day on steam.
Thank you for playing. Yeah those are all valid points and a lot of it came down to running out of time and other things just didn't get enough testing or balancing to figure out. I think the bug about the multiple bullets no damage is actually a feature but there is no feedback sadly. When you get hit you are invincible for a period of time. With some feedback and maybe more control over your shots. I was thinking the game should control like the binding of Isaac but thought maybe that was too complicated for the jam without a tutorial, so you could move left but still shoot right and so on. Basically so you can control movement and shooting separately . I think that would give you a lot better control but still keep things simple
I really like the game so I want to update it post-jam voitng. thanks again for all the feedback
I was unclear with just about everything with this game, it's clearly quite complex (a good thing) and I was blown away by the art! Me being confused isn't a bad thing, because looking at the comments, it seems it might have just been me >w<
yeah, the game could have used a tutorial for sure.
Here is the gameplay loop. I basically came up with all this first in a document before starting the game. I wasn't sure if it was going to work or be fun but I thought the limitation of a six sided Dice would keep the scope feasable for the jam
2. The Dwarf = passive skill: Extra Health ( +1 health )
3. The Barbarian = passive skill: Extra Damage ( do +1 damage )
4. The Minotaur = passive skill: Extra Defense ( take -1 damage )
5. The WeaponMaster = passive skill: 2 weapon dice to choose from
6. The Dryad = passive skill:1 less enemy in the room
2. GreenEnemy Door level 2 - spawns 3-6 enemies
3. Green Enemy Door level 3 - spawns 4-8 enemies
4. Blue Shop Door - has a choice of 3 of the 6 power-ups you can buy
5. Red Health Door - has a health dice to replenish health ( Sadly this is bugged right now so the health doesn't save 😔)
6. Purple Enemy Door Elite - spawns 4-8 enemies that have higher health but give more currency for buying power-ups
2. Double shot max range
3. Shotgun with short range
4. Quad shot with max range
5. Piercing shot goes through walls and enemies
6. Bomb
The art is sooo Amazing!
The game is fun, but you need to change the hitbox, sometimes I should be hit I don't and sometimes I die and I don't understand why.
Overall, the game has a great potential!
Kepp going!
thank you so much. yes right now the game has somewhat of an invincible moment after getting hit but no feedback. We want to do a post jam update b/c we even are having fun playing it and think it can be better with some bug fixes, tweaks, player feedback, and possibly more content and polish
The art and animations are brilliant, hats off to the artists, and there is quite a lot of depth here for such a short amount of time. As others have mentioned it is a bit unclear when the player gets hit, where the hitboxes are, when a room is cleared and so on, a bit of time spent polishing and this would've went from a great to an amazing submission.
thank you for playing and that's very encouraging. We actually like the game and wanna work on it more and implement some of the feedback we have gotten
Style is amazing, loved the nes megaman-ish sound to it) Gameplay is fun and hard at the same time.
Thank you for playing. Megaman is actually one of my fav games from the nes days
fun game! quite a lot of variation in gameplay with the different characters and weapon options. the graphics are super charming, too!
Thank you for playing. I need to check out everyone's games. Just been busy with my day job and life. Your game sounds cool, kind of like a tower defense style game. I enjoy tower defense games and currently am working on a hybrid action platformer tower defense game myself. Also, the space theme looks cool.
You have quite a simple and fun gameplay loop here but some common bugs such as negative money, health not being restored, and stats not properly adding really detract from the game being a longer investment type of experience. Charming music and visuals too, so I enjoyed the 10 minutes that I probably sunk into this all together. Looking forward to the updates you plan for this game!
thank you for playing. Yeah those bugs are unfortunate, especially the health one, sadly it was a ctrl+z mistake and I realized it shortly after uploading, but then didn't realize there had been an extended deadline, or else I would have been able to do that, I only noticed the negative money one recently. But hey that's what happens sometimes with game jams.
Super cool ! That's a lot of content you've managed to put in !
As others stated there is a big lack of feedback.
Did not read the entire page before playing so the shops being shops and the fact there was money wasn't clear immediately, I feel this is mostly due to the UI being low contrast in most rooms, some outline or background would help, some feedback would be even better. At some point got to $-4, not sure how that happened but I think one shop overcharged me, might want to report it to the DFCTS (Dungeon Financial Commission for Thrust and Safety)
I wasn't expecting the rooms to lead to random rooms so got super confused at first why the doors kept changing randomly haha
Though despite not having read most of the page I still figured out what the different room types meant and even that the purple was more money for a harder fight, so I think that works well.
The different upgrades and characters are pretty cool, the only issue there was the weapon master, it often was impossible to not take both dice, so instead of having to first pick the one you don't want then pick the other to keep it, I think just removing the other die could be better, though it allows you to change mid fight it is unlikely you'll pick it up willingly.
The hitboxes were a bit unclear, sometimes I would overlap bullets and not take any damage, or sometimes passing by enemies I would get hurt, sometimes even take more than one damage from a single bullet, I'm not sure if this really the hitboxes being at fault, or just the general lack of damage feedback that made it extra unclear when/where the damage really happened.
Some weapons felt considerably worse/harder than others, I don't know if it is meant that way but considering you don't really have a choice about taking the dice when you go in a room, I'm not a fan of this design choice. Heck even the heart rooms you can't leave without
taking your pillsum I meantheal a bunchah wait no that's not it either... Anyway yeah the blue shotgun weapon especially was super hard to use, against those robe lions (the big fire-in-every-direction enemies) even more.I also feel like 2 ATK is so much less powerful than 3, you really struggle to kill anything when starting. And since you can have some bad luck and hit those big rooms with 2 shield totems and 2 robe lions and a bunch of other dudes, most of the damage I took was super early in the run, then did around 20-30 rooms with 3-6 HP remaining after the rough starts.
Lastly the enemy spawning delay is a bit short, in the big rooms you sometimes don't have time to move out of the way and take some kinda unfair damage.
Still, it's really impressive and I had a lot of fun playing it !
thank you for the feedback. I chuckled reading your comment. The interesting thing about this game was that I barely got to actually play it as intended so very little balancing was done. I was surprised at how well it all fit together in light of not really having a chance to balance it, but as you stated it definitely needs some fine tuning. I really do wanna fix a few of these issues you mentioned after voting is over
Art is phenomenal, but user feedback could use work (when player is hurt and bomb AoE are the concrete examples). It's very polished in most other areas, though, and great for 48 hours!
thank you. I really wanted to get those in. I didn't realize the deadline was extended or I might of been able to but then if I introduced more bugs it would of been worse.
I plan to update after voting is over.
The sprites and animations are really well made! I would have liked a little "hurt" animation, cause it wasn't clear when I was taking damage. Nice experience overall! Good job!
Thanks for playing, That would have definitely helped. I planned to do something like that but you know time restraints. I definitely want to update the game to have that after voting.
The art is cool, but i think the game feel could be better, i would like to have more feedback once i hit enemy or i get hit. The dungeon is cool though, but i think i need more guiding to know where am i heading to.
yeah, I wanted to get in that feedback, I did have it for the enemies but not the player haha. I updated the game page to tell you what the doors mean. there basically 6 types of doors that lead you into 6 types of rooms. If I had more time I would have some kind of tutorial to teach you what the different doors mean.
Realy great art, good idea for gameplay. Enjoyable game with good presentation. I miss only more feedback when i get hit or when i hit enemy but realy, realy good game.
thank you for playing. Yeah those are pretty important things that with the time crunch didn't make it. Hopefully I can update it to feel better with those improvements
Nice graphics and really enjoyable
thanks for playing. I need to check out everyone's games. So many cool games came out of this jam