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Rogue Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2664 | 2.850 | 2.850 |
Overall | #3180 | 2.600 | 2.600 |
Enjoyment | #3355 | 2.350 | 2.350 |
Creativity | #3424 | 2.600 | 2.600 |
Ranked from 20 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?
Using dice to Battle
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's a fun concept. I think it'd be nice if you had more choices for more strategic approaches rather than it'd be more random.
Thank you for your advice.
One of the choice that we had initially planned on doing is deck building with the dice for additional choice to be made by the player on how they can play with the character, but didn't manage to get it running for the jam.
Killed the Warrior! I like the concept, although it has some rough edges as others have mentioned with no reason not to pick 3 dice or to pick debuffs.
Thank you for your comment.
We are planning on continuing the development for this game, so if some time in the future you happen to remember this game please feel free to give it another try.
This looks like a nice concept, but I don’t fully understand the game logic while playing:
It is not clear what the enemies do
I don’t understand the middle step, after picking a few dices.
Besides that it seems like this concept has a lot of potential, but some tooltips and a bit clearer UI would be helpful for this.
Thank you for your comment.
As commented, the game logic and many thing is currently not communicated correctly or even at all to the player, hence quite a lot of things are currently not clear. A lot of improvement to be made from our side.
It is supposed to give the player choice between quantity (number of action) or quality (level of the action). But sadly we didn't manage to add the functionality in time.
The lack of feedback given to the player is the cause for this. Another improvement to be made from our side.
I suppose the dice rolling part? The ideal implementation would be a dice rolling animation that we also want to have in the very start, but in the end we didn't manage to get our hands on it, hence the simpler version of animation by just showing the faces of the dice randomly.
Thank you for your advice. We'll put some work on tooltips and clearer UI.
Thanks for the detailed response - it’s always really interesting to see the “how”s.
Good game, I like how the health UI is reminiscent of Pokémon.
Thank you for your comment.
That's where I got my inspiration for the UI. Glad you like it.
This is an okay game. I don't see the point of picking less than 3 dice, or having 5 dice to pick from (they're all random, anyways, so increase the amount of chances you have?). Additionally, I don't see any reason to pick any of the debuffs (why would you willingly poison yourself?) so it just devolved into always picking the attack options. The gameplay felt a bit repetitive as a result as there wasn't any feedback from enemies or the stage. I do appreciate the theming and the art direction, however. The chess piece thing was a nice touch. The fundamentals of a game are definitely there and it would be interesting to see what could be improved upon.
Thank you for your comment.
The dice picking part was supposed to be part of the decision making in the game. The player will be given an amount of dice roll for one turn and supposed to choose between quantity (number of action) or quality (level of the action).
Debuffs works on enemy, so it is a plus for the player, but as commented the UI part and feedback is quite far from finished hence the intention of the action selected is not correctly communicated. The description given when selecting the crest was supposed to help explain the effect, but currently it really didn't help much.
Thank you for the compliment on the theming and art direction. The chess piece was the choice of my team member. Have to thank him for his sense.
We are planning on continuing the development for this game, so if some time in the future you happen to remember this game please feel free to give it another try.