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A Dicey Journey's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Accessibilty | #4 | 3.810 | 3.810 |
Originality | #4 | 4.333 | 4.333 |
Overall | #5 | 3.946 | 3.946 |
Fun | #5 | 4.190 | 4.190 |
Controls | #6 | 4.000 | 4.000 |
Audio | #9 | 3.952 | 3.952 |
Graphics | #14 | 4.286 | 4.286 |
Theme | #89 | 3.048 | 3.048 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
We used Godot 4.3
Wildcards Used
We used the Natural 20 wildcard
Game Description
A party of heroes must travel the lands and protect their convoy from evil monsters while gathering enough food to avoid starvation
How does your game tie into the theme?
Dice transform during the game as well as the heroes who have been changed by the journey
Source(s)
N/A
Discord Username(s)
Palantir98, Sugo98
Participation Level (GWJ Only)
This was the second jam for our team!
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Comments
Made it to the desert! If they didn't beat me up first, I would have surely starved. But I had fun getting there! I think the game was very well balanced. I really enjoyed the art, nice consistent style. The music and sounds were good too. I liked the cosmic aura of the upgrade screen, that was cool. Pretty awesome that you included a tutorial bit too. I'm definitely going to play this again tonight; maybe I'll try it out on mobile! :)
Thanks for your words, it's nice to hear that you liked the game so much that you want to re-play it!
Great job with this. It was a lot of fun and felt very polished. Loved the music as well. Game rules explained well.
Thanks! We put a lot of effort on the tutorial since the game is quite complicated if you are playing for the first time, it's nice to see that it was useful.
Wow, we enjoyed this a lot!
Radish: Simple, but polished graphics, sleek movement and great system. Thanks to the very accessible tutorial no confusions. I like turn based games very much, so I spent quite some time here. But the damn beavers...most common death cause: starvation :D.
Squirrel: Awesome idea, very well executed. I love the graphics and gameplay. Also, about them beavers...
Happy to hear that you liked the game! :)
I had 20 something wood. Beavers come. Think "maybe I'll just ignore them and finish the bridge". Beavers steal all my wood. Bad. I'm in trouble. Take a lot of time killing beavers. Can't repair caravan, can't gather food because I need wood. Reach the desert. Die of starvation. 10/10
Really good entry, very cozy and easy to get into. I think more animations and some juice would be a nice touch, but that does't take away from the game as it stands. I really liked the tutorial, options and sound design. Music and backgrounds are very good and chill and the game is really well balanced.
The only "negative" thing I would say is that I don't think it ties well to the theme, but that is something I struggled with my entry as well, so take that with a grain of salt.
My take away is: you guys did a very very good job. Congrats :)
Happy to hear that the Beavers made another victim ahahah but it is a shame that you guys rarely get to the final boss.
Animations were on the to-do list but unfortunately we never got the time to do them.
On the theme I agree with you, "Metamorphosis" was a little bit too generic, it's difficult to do something that fits well with it...
Anyway, glad that you enjoyed the game!
How much is there after the desert? I'll try to get to the final boss later
The final boss is just after the desert :)
fantastic. There is really something here. I was hooked and thought about this game throughout the day while at work.
Thank you very much, we are happy our games is haunting your mind ahahahah.
For me are the musics that are stuck in my head
Ha the music has a special bite. bouncy and fun ... but also creepy. did you compose it? Some of the chord progressions remind me of something but I can't recall
https://joelsteudler.itch.io/retro-fantasy-music-pack-vol-1
This is the main assets we used. Unfortunately our composer was not available this week, so we relied on external resources for music.
I enjoyed this a lot! The art is charming, and (with the tutorial) was pretty clear how to play. I did get confused with the upgrade system. I thought I chose dice, but then the continue button was grayed out. If I reset then I could continue, but then I am not sure I got the upgrades?
Hi Chipper, thank you for your feedback.
The upgrade system is the one which was left a little bit unexplained, we are aware of this and we are sorry if this ruined you experience.
Each hero is represented by a single dice, and you choose to upgrade the faces when you meet the dice-o-mancer.
The confirm option grey out when the cost of the faces your about to buy exceeds your actual amount of experience (represented by the blue star). The tutorial was heavy enough and we decided to left the player figure this out, maybe we should have split the tutorial in two parts and present each part just before it come into play
I am a huge fan of interactive tutorials and also know in a Jam setting that is super challenging to get in. I’ll go back and try it out and see if I can get past it!
Wow, this is really good. There's a ton of content here, thought it was over after the first boss and it just kept going.
"Hmm, wood seems pretty useless, I'll just replace all the wood in my deck"
Next level: Wheels consume 2 wood
Gives me slay the spire vibes for some reason
We are happy that we were able to surprise you through the game. We wanted the levels to be a little different from one another and never be boring. Slay the Spire and all the game of its genre were for sure inspiration in making this game, but we tried to stay original in some way
Another board game fan! :)
Fantastic game! My favourite so far! I only wished it had "continue" button so that I can keep playing next time :) Can totally see it developing in a full game that I would be happy to buy :)
Thank you very much. Dice Forge was a huge inspiration, but we wanted a more "dice placement" mechanic for this. We are very happy you enjoyed this much. If one day this will become a full game we will let you know for sure.
As team we haven't learned how to implement a save and continue system yet and since it is quite a short game we didn't bother, but it's totally something we could have done. I see your game has it, maybe you could indicate us the right tutorial or send us that piece of your code if you don't mind
Tbh I'm very new to godot and gamedev (started this fall), so I'm not sure I am the good source for the good practice, but happy to share how I didi :) There are multiple ways to save - the one I use is easier in the "save/load" part but might require some code organization.
Basically, you need to turn all the data you want to save into a dictionary. The dictionary can have any "classic" types of values - including vectors, arrays and other dictionaries. So you can next dictionaries in dictionaries to help you organize it. It has a way to save "objects," but it is less safe, if I got it right, and also looks more complex, so I didn't yet look into it.
And then you just do to save:
var file = FileAccess.open("user://save_game.dat", FileAccess.WRITE)
file.store_var(save_data)
And to load:
var file = FileAccess.open("user://save_game.dat", FileAccess.READ)
var save_dict = file.get_var()
Itch allows for access to "users" which is some folder in "localfiles" or something like that. More details on this here: https://docs.godotengine.org/en/stable/classes/class_fileaccess.html#class-filea...
In my case, I just store a dict with 4 things: a dictionary for my tilemap values (which I use for logic anyway), positions of all magic crystals, the progression in the day number, etc, and the chosen difficulty. I also do the same for settings and store them in a separate file. And then the "hard part" is to make your game generate from the dictionary - some values you can just assign (like day number), but for some, you need to write functions - like, in my case, setting tilemap layers from the values in the dictionary. It's not hard if you already have a separation of logic and objects because you do translations between them anyway. I already stored my tilemap in a value grid, so I made a conversion between tilemap layers and dictionaries before I thought I'd add save/load. But it also requires more maintenance - if you change tilemap, you need to make sure you adapt your save/load structures accordingly - I failed a bit here, as after I added "half-healed tiles" I didn't add them to the load, so all half-healed tiles load as fully-corrupt.
Cool. Thank you very much.
It seemed very intuitive, like most things in godot. We would totally give it a try in March (we need a month of break before getting into another jam)
Super polished game! I was astonished by the visuals too! Really cool work! :)
In my first playthrough, I just rushed to click Start Game without reading the tutorials, so I was a little bit lost at first, but, after coming back to check it, it all made sense (if you're looking to extend the game in some sense, maybe the UI should be self-explanatory in a way that it feels more natural to just click play, but, even then, really cool game, congrats!).
Quite a fun and well polished game. Kinda really good balanced, even if some mecanics might need some work (I needed some time to understand what the wood where used for) Great entry :)
Thanks for the feedback! We tried to be as clear as possible when explaining the game but we also wanted to leave something for the player to understand on its own to encourage replayability.
I can really see myself putting some time into playing a full version of this game! With some animations, maybe a journey map with waypoints, etc...you've got a really fun concept on your hands! Nice job!
You guys are really pushing us to make a full version of this game after the jam. Thank you very much for your support <3
This is very well balanced and "more-ish". Once I got to grips with how it came together, it was like eating a fine 3 course meal. Except my food kept going down, and those dam Beavers keep stealing my wood, and oh god why does this guy not take any damage on the first hit and...
Great submission, and tons of content to boot too. Well done.
The damn Beavers... Those really damn fucking Beavers...
(My favourite enemies obv)
Great entry. I enjoyed my run. I'll probably come back and play another round or two after I've tried a few other games. Balancing this must have been challenging!
People that want to play your game again is one of the best comment we can read. Thank you very much. Balancing is one thing we put much effort and reasoning into, so we are glad you appreciate it
Good luck in reaching the last level!
This felt really balanced and polished for a jam game. There were way more levels than I expected (in a good way) and the different art and mechanics for each was charming. Having tooltips always present for the die faces was a big help.
The only thing I could thing to suggest is like a "click only" mode to click a dice and then click its destination to put it there. My finger started hurting from dragging so much, but I had to play to the end!
We're very happy that you enjoyed our games and reaching that far. There are some features that we would have liked to implement if we had time. Actually the "click only" was something that we haven't think of and that would be very useful. So thank you very much for your feedback, it is a valuable one :)
This game blew me away, I spent such a long time playing it and working out a strategy, excellent job!!
Amazing game! So cute, I love the face upgrade mechanism. Well done to all of your team.
What a cute little game, I really enjoyed it! The mechanics work well and I think you found a good balance with the resource (dice) management. It's challenging and the upgrades from the dice-o-mancer are all appealing. Having the dice transform to tie into the metamorphosis theme I thought was very clever.