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A jam submission

DiceDungeonView game page

roguelike rolle of the dice
Submitted by barret232hxc (@RagTagBarret), Beowulfus Universum — 30 minutes, 44 seconds before the deadline
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DiceDungeon's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#7333.8183.818
Overall#11323.3843.384
Enjoyment#11913.2123.212
Creativity#20503.1213.121

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

Viewing comments 20 to 1 of 24 · Previous page · First page
Submitted(+1)

I loved this game's art.Good job!

by the way could you play and rate my game?

Developer

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.

Submitted (1 edit) (+1)

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.

Developer

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.

Submitted(+1)

Nice pixel art shooter with dicey mechanics, lovely game <3

Developer

thank you for playing.

Submitted(+2)

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. 

Developer

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

Submitted(+1)

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<

Developer

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

  • Starting Room
    • a D6 rolls and you get 1 of 6 characters that all have a special passive ability
      • 1. The Elf = passive skill: Extra Speed ( 1.5 x faster )
        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
  • You hava choice of 1-4 random doors that are from a D6 roll
    •  6 different Rooms
      • 1. Green Enemy Door level 1 - spawns 2-3 enemies
        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
  • Enemie Rooms   ( Green & Purple Doors )
    • 6 different weapons ( a D6 rolls and you choose a weapon then the enemies spawn )
      • 1. Single shot max range
        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
  • Shop  Rooms ( Blue )
    • Choice of 3 different powerups out of the 6 total from a D6 roll
      • Power ups cost money. Killing Enemies gives you money
        1. Faster fire rate
          1. For bombs this would be an extra bomb
          2. For charge shot it’s faster charge
        2. Dead Enemies turn into bombs 
          1. stacks by doing more damage if you already have this upgrade 
        3. +1 defense ( enemy attacks always do at least 1 damage )
        4. +1 attack
        5. +1 health
        6. Attack drone ( stacks by having additional drone )
  • Health Rooms ( Red )
    • These have a health dice which is a D6 roll to give you health from 1-6 ( + difficulty rank 
  • the difficulty rank increases every 10 rooms and after clearning 
    • Then you are back at the starting room and get to choose a new character again. This can repeat until you die. so you try to see how far you can make it
Submitted(+1)

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!

Developer(+1)

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

Submitted(+1)

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.

Developer(+1)

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 

Submitted(+1)

Style is amazing, loved the nes megaman-ish sound to it) Gameplay is fun and hard at the same time. 

Developer(+1)

Thank you for playing. Megaman is actually one of my fav games from the nes days

Submitted(+1)

fun game! quite a lot of variation in gameplay with the different characters and weapon options. the graphics are super charming, too!

Developer

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. 

Submitted(+1)

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!

Developer(+1)

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.

Submitted(+3)

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 pills um I meant heal a bunch ah 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 !

Developer

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

Submitted(+2)

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!

Developer

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. 

Submitted(+2)

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!

Developer(+1)

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.

Submitted(+2)

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.

Developer

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. 

Submitted(+2)

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. 

Developer

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

Submitted(+2)

Nice graphics and really enjoyable

Developer(+1)

thanks for playing. I need to check out everyone's games. So many cool games came out of this jam

(+2)

The art is really nice and the game was really fun to play!

Developer

Glad you had fun playing the game

Submitted (1 edit) (+2)

This is an awesome game! The depth in it with multiple characters, variety of different weapons, and room types make it feel like a real roguelike. As others have pointed out, the art is really great as well.

The only suggestions I'd have to make would be QoL ones such as your player character having some indication of when they gets hit. It was also kind of tough to figure out what I was doing, as I couldn't find any controls written anywhere, but the fortunately were intuitive enough with a little fiddling around.

Regardless, it is a very impressive entry! Thanks for sharing. I had a blast playing it.

Developer

Yeah unfortunately I hadn't implemented the Enemy movement and combat until the final hour so I forgot to add some visual indicators of you losing your health, or even an audio indicator. Thank you for playing the game. It was kind of crazy b/c I wrote this google doc on Friday with the details of the game and basically did exactly what the document said. The limitation of using a 6-sided dice made it a feasible goal for the jam since it limited how many things we could do. But I feel like 6 gives you a good amount to work with and forcing the character to get new weapons and eventually new characters seemed like a fun way to show the roll of the dice theme along with the visuals.

Submitted(+2)

The art is amazing! Really cool game

Developer

glad you enjoyed the game. We had a ton of fun making it

(+1)

I LOVE THIS!  really fun to play, The art is very charming !!

Viewing comments 20 to 1 of 24 · Previous page · First page