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The High Roller (Hardly Working Inc)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3880 | 2.400 | 3.667 |
Enjoyment | #4354 | 1.964 | 3.000 |
Overall | #4369 | 2.109 | 3.222 |
Presentation | #4677 | 1.964 | 3.000 |
Ranked from 6 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?
Our game interpreted the theme both literally and also as theme of RNG, in our game you play as a dice with abilities depending on which side of the dice is facing up and also have a mechanic where you fling the dice to escape enemies but your ability will be randomized aswell.
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
I am not finished testing (see the reason below!), but I already have observations to make.
Notes:
If I really want to nitpick, I would ask why you used the same type of attack for clubs and diamonds, but that would be mean.
I just need to cross swords with some more level design and fighting to have a more complete opinion, but I already think it at least verges on greatness. This may be one of my favourite games so far. :) (Although I have not tested that many, because I tend to be slow out of perfectionism… X))
PS: seeing SMURF_GAMES’s comment, the game really ends after level 2… ._. It felt so short! I guess you did not have time to continue. Anyway, great prototype.
Glad you enjoyed the game, thanks for the long review.
1, There were issues with uploading the thumbnails maybe due to server overload.
2. Yes we thought it would be fun if the player had to constantly change between attack styles and adjust their fighting style based on their enemies and environment.
3. Yep, our music artist is quite talented :).
4. Yep, our animators are talented as well XD.
5. This was our first game for most of us, so we just followed some basic tutorials for movement. Maybe in the next Jam we can allow users custom mapping if possible.
6. The diamond and club were supposed to be different but there wasn't enough time to implement the last style so we went from something more basic.
7. The original idea was that there would also be different type of enemies as well like shooting enemies and the level layout would be more complicated so that the player has to manage their attack styles better. Even though the range enemies were completed, we were afraid there would be more bugs and animation required that we won't have enough time to implement it (which turned out to be true).
8. The "Come" was supposed to be a special upgrade like a heal or special ability if you landed the correct dice side but again no time to implement it :(.
9. Yes, that's what we thought too but it was quite hard to think of a good way to indicate the other dice sides with a UI with all the different sides and we thought it wasn't a big priority as this can make the game more skill based.
10. The game manager for managing the scenes was bugging out at the last moments so it only displays the first 2 levels instead of the 5 levels we prepared. But I guess something is better than nothing :).
Thank you for answering! :)
Oh! Cool, but the form states you did not create the music yourselves? :o
Frankly, the result is impressive. Well done!
I think programming using physical positions is simpler. (Do as you wish, of course.) I see you used Unity; according to one of DOS’s creators, Unity may now automatically check which keyboard is used, although he is not sure. You may want to look into this!
That’s an interesting design choice. I tend to think it is too hard to process mentally for the average person, especially in such fast action, but that is up to debate — and playtesting. ;)
Oh noes!! <:o The whole thing is better than something! X) I have a propensity to see the glass half empty.
I hope you give us access to the full thing, now. :)
Realy nice game, I dont know if that is intencional but after 2 lvl there is no 3 lvl and no enemies. I would also like to see a settings screen to play again or change volume of the very good music and sound effects. Art is great. Game mechanics work good and it is fun to play. Too bad that it is only 2 lvls.
Yea, our scene manager had a bug at the last moment so it's missing the other 3 levels. Glad you enjoyed it though :).
I like that every attack is unique. Good variety. I enjoyed playing it. Great work.
Thanks, glad you enjoyed it.