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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.