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A jam submission

WizardiceView game page

Sling spells and dice
Submitted by PhindieGames — 4 hours, 43 minutes before the deadline
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Wizardice's itch.io page

Results

CriteriaRankScore*Raw Score
Theme#44.5004.500
Originality#64.0564.056
Controls#103.5563.556
Fun#123.6673.667
Overall#163.4923.492
Audio#193.3333.333
Accessibility#202.8332.833
Graphics#472.5002.500

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Godot Version
3.4.3.stable

Wildcards Used
Roll with it

Game Description
Battle enemies by casting spells through combining dice! Combine multiple dice for unique effects, experiment and become a master of magic to beat the final boss.

How does your game tie into the theme?
You combine multiple dice to form new spells.

Source(s)
No

Discord Username
PhindieGames

Participation Level (GWJ Only)
7

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Comments

Submitted

Great work! Combining elements and discovering spells was fun! Excellent use of the wildcard as well. Definitely got into a few situations were the RNG screwed me over, but hey that's what the wildcard said! The programmer art also had it's own charm.

Keep working on this maybe, you have something good!

> The programmer art also had it's own charm.

Haha, thanks :D and also for the other kind words

Submitted

Lightning OP! :D

Fantastic game, actually really enjoyed playing through to the end. My laptop has a touch screen, so it was actually really nice to drag the spells around with my finger. Some really fun ideas, and with some more polish and content, I think you have a solid game on your hands! I'd love to see more, awesome entry! Well done! :)

(+1)

Lightning definitely OP :D
I was already thinking this might play nicely on touch devices (though I did not have the time for proper touch support) - great to hear that it was :)
Thanks for the comment!

Submitted

Fantastic! Absolutely loved it. Besides being fun and acing the theme, I'm also impressed on how you created nearly all of your own resources! Great work!

Thanks so much for the kind words!

(1 edit) (+1)

Awesome game, probably my favorite yet from the whole jam.


Submitted
https://itch.io/jam/godot-wild-jam-43/rate/1449312

(+1)

(Commenting from this account since I don't currently have access to my PhindieGames account)
What a wonderful compliment, thank you!

Submitted

Wow! What a game. I love seeing things like this. I think the premise for the game you made has great potential to be expanded. I found it satisfying to cast spells, and the tooltips were easy to understand once I looked for them. But I wish I knew what the effects of combinations were before I combined them, or at least the ability to discover and log them.

All that being said, fire and water is a BROKEN strat for this game. It means the enemies almost never hit. If you only take extra dice once you unlock a second combination slot, the game becomes trivially easy, since enemies only attack you once you PASS or are out of dice. Similarly, I would love to hear why you wanted to include a pass button? I couldn't find a use for it. Even if I don't like my rolls, I would rather deal 1 damage than skip.

But, all above criticism is very superficial. The game is fun to play and easy to understand. What I do think the game NEEDS is the ability to control audio in game. But, even more important than that, please add some functionality to the end game screen. I cannot quit or restart from there, and was worried I was going to f4.

Great work on this and KEEP MAKING MORE GAMES!!!

(+1)

(Commenting from this account since I don't currently have access to my PhindieGames account)
Thank you very much for playing and taking the time to comment!
Much of your remarks were considered but simply didn't make it to the final version due to the time pressure. After combining dice to see the spell, you can still remove the dice from the 'spell altar' if you want to try and make a different spell instead. My original idea was to also be able to reference the different spells you already discovered to make considering spells you already cast a little easier.
And balance... I completely agree that it's not balanced and you will get to a point where for the most part you can avoid most damage. Funnily enough, I mostly only took few fire dice and mostly focused on water and lightning because chain lightning/thunder are pretty broken in their own right :)
(and yes, sorry for not including audio controls and a back to menu button at end game screen)

Good spot on the pass button, it is a remnant from earlier design that I simply forgot to take out.

Submitted

Fun! Loved the music. I liked the idea of combining dice elements for different effects, and dice numbers for different damage amounts (at least that is how it seemed). I didn't quite understand the point of targeting, but I did find the game easy up until the boss. I think with some balance tweaks, it could be super interesting. also would have loved to see a tool tip to know what effects each combo does before I use it.

Thanks a lot :D
Yes, balancing needs some work... and indeed the value of the dice determine the strength of the dice. For the most part this is either the sum of the eyes on the dice or half, though chain lightning weakens by 1 damage at every jump.

I'll admit that targeting is not as useful in the current level design / with the current "balance". Occasionally it may allow you to focus a particular enemy that's already low on health, but besides that I'd say it can be useful for:
 - targeting chain lightning in the level with four roblins, and targeting either end ensures that the chain lightning jumps through all four enemies
 - focusing a particular row with 'thunder' in the levels with many enemies (including the boss)
- focusing the high-damage tentacle in the boss fight

As for the tooltip, it's there but I should have probably pointed it out. When you combine dice on the altar, there is a bar that denotes the spell name. If you hover over it, it will tell you what the spell does. If you then don't want to cast that's spell you can drag your dice back out of the spell altar to the dice area.

Submitted

Cool game with some novel mechanics! Nice that you were able to implement a tutorial for the game. It was fun to discover the different dice combinations and their effects. Music was good. Fun quotes by the characters. The mechanic of having enemies in one of six slots, and using dice to control where the attack would go next is pretty novel. In some cases my attacks seemed to miss, but I’m not sure why. Also if I played Thunder or Steam twice, the status appeared twice on the enemy, and didn’t seem to stack up. If this wasn’t intended then it’s probably a minor bug. I lost to the Mocktopus which was a really tough enemy (Is this the boss? If not the game must be quite a bit more difficult!). Good construction of enemies and level progression. Overall I found this to be a fun game with some novel mechanics and potential to expand further. Good one :)

Thanks for the kind words! Spells shouldn't miss... unless you play Electro Calefaction, which has a 10% chance to miss (this is denoted in the tooltip which I unfortunately hid too well, you can find it by hovering over the spell name in the spell altar). The effects should stack, because I did not have time to implement it differently, though the applications are all tracked independently (if an enemy is blinded three times it should only have a 12.5% chance to hit) - if that wasn't the case then it's a bug. (Yes the Mocktopus is the final boss, good job for making it there :) )

Submitted

It must have been Electro Calefaction (the one with double damage, if I remember). I think I used that way too often :) Now I understand the stacking mechanism. When I applied blind multiple times, they all showed up next to each other on the enemy, as two blind(1)'s not adding up as blind(2). And I expected the stacking mechanism to work like blind for two turns. My bad :) This makes perfect sense now. Thanks!