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A jam submission

D6: Doctor Dice’s Dungeon of Dangerous Demonic Dice (minijam83)View game page

Enter Doctor Dice's Dungeon and fight off waves of his demonic dice creations
Submitted by OhDamnItsJam (@OhDamn_ItsJam), Cthran — 20 minutes, 2 seconds before the deadline
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D6: Doctor Dice’s Dungeon of Dangerous Demonic Dice (minijam83)'s itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#73.8754.143
Overall#393.2413.464
Concept#513.0743.286
Presentation#543.2073.429
Use of the Limitation#602.8063.000

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Team members
James Smith / Twitter: https://twitter.com/OhDamn_ItsJam & Henry Nicol / Twitter: https://twitter.com/HenryWNicol

Software used
Unreal Engine 4 & Blender

Use of the limitation
D6 incorporates Dice In many forms, The enemies are dice, the bullets are dice, maybe you're a dice ! The Ammo clip even scales relative to D6's, D8's and D12's.

Cookies eaten
2

How was your experience with Mini Jam?
Great! possibly our best Jam to date! We're super in love with this project and are aiming to keep adding to it after the jam ends so we can add some cut content and more monsters !

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Comments

Submitted

Got to about round 3 before the D6 gang got me. Nice atmosphere and the reload animation gives me Hellraiser vibes. Nice work!

Developer(+1)

Thank you for playing.
I didn't think about Hellraiser when making the dice. Will defiantly be rewatching the original film and see if I can get some influences from it.

Glad you liked my reload animation :)

Submitted

Me: Mom, can I have doom eternal?

Mom: No, we have doom eternal at home.

Doom eternal at home:


Now, seriously, the rpg mechanic was not really necessary but it made me play a lot, got to wave 15 or so.

Good job!

Developer

Thank you for playing and thank you for enjoying it

I was thinking this game needs a Doom eternal like dash system when we were making it so that you for the comment on that. Gave me a nice little chuckle :)

Will have to check out your game

Submitted

This is very satisfying to play, and the graphics felt nostalgic and comfy too. The dice were integrated well into the game, and the use of the shop made there be freedom with how people wanted to play. If anything I would say change the shop font or interface, the font on the grey hurts the eyes a little.

Developer

Thank you for playing our game!

Happy to hear that you enjoyed the graphics of our game. It's the first time either of us have attempted to do a PS1 look within Unreal, and it's really nice to hear that we did well in making people get that feeling.

We do intend on re-designing the shops UI so we'll keep in mind your thoughts of the font on top of the grey and try and not hurt your eyes as much next time.

I look forward to trying out your game you've made for the Jam :)

Submitted

I had a lot of fun! The graphics is pretty interesting as well. I think the dice concept can be extended to other parts of the game, too. For example, instead of getting X points by rolling a dice, the player may simply get the power-up which corresponds to the result, in a rogue-like fashion.

Solid entry to the contest, congrats!

Developer(+1)

Thankyou for the feedback ! we're hoping to bring some more ideas to the game and incorporate Dice mechanics as much as possible, it was a super fun theme! Glad you enjoyed our game, We look forward to playing yours !

Developer(+1)

Thanks for the feedback!
Glad you enjoyed the PS1 theme we went with. I agree with you that the dice mechanic can be pushed even more, we do have plans on additional extras such as having an enemy modifier round where a dice is rolled to give the enemies some form of effect i.e. Explode on death or partial invisibility as to make each run more unique.  We're defiantly going to look into how we're going to reward points to the player after each round so I'll keep your idea at hand for re-designing. 
I look forward to trying out your game! 

Submitted

I love the blend of pixel art and 3d together.  One criticism is that moving around backwards in a circle seems to be the best strategy so maybe some variation in terrain could've helped. But I did love the art in this game mainly the weapon and enemies. Also I found the player upgrade menu to be a little bit confusing at first and I found navigating it a bit awkward. But overall really well made game with amazing 3d models and animation.

Developer(+1)

Thankyou Sm for the feedback! We hoped that the randomized spawn locations would possibly hinder any training of the creatures however we do hope to bring in some more variation once we have time to work on it further. 

Apologies for the confusing UI, I sadly  spent too much time trying to get the spawning and round system to a standard i liked that i didn't have much more than a Day to focus on the overall Ui and UX. Do you have any specific suggestions.areas of focus in the Menus that you found could be improved ? UX overhaul is my first improvement i want to focus on, so any feedback is greatly appreciated :) 

Thankyou again for the feedback! We both look forward to playing your game.

Developer(+1)

I'm really glad to hear that you liked my models for the weapon and enemy. I didn't know how well they were going to work or if people were going to like them until we started adding in the engine shaders and effects.

The ability to loop the enemies is defiantly a criticism. However, we do have plans for additional enemies based off other dice that will have different behaviours towards the player i.e. A d8 that patrols around the outside of the map and shoots electricity at the player when they get too close or a d4 that find a random spot in the level and then hides half it's model in the floor and acts like a mine to the player.

Thank you for leaving a comment on your experience. I look forward to playing your game :) 

Fantastic entry! Sadly I have a potato for a PC and it was somewhat laggy, tends to be how it goes with unreal for me, It was luckily pretty playable, the lag just makes it so I wont have much to say on the feel of the movement. 

The presentation was really good! the upgrade screen and all the art really was fantastic! My favorite part by far was the reload animation. I do think it would have been funny if you reloaded what you rolled, ie rolled a 1 so you only get 1 bullet with the power of 6 would have been funny but also really clunky so its probably good you didnt do that haha.

It did start to feel like I was just circling around the same combat encounter over and over eventually but the gun sounds, good art and upgrade system kept it fun for a good amount. Would have been nice to see more enemy variety, maybe a stationary ranged enemy or a enemy who created shock waves to jump over (but you know jam times). 

Only other thing would be a particle on hit so I knew exactly where my bullet landed and maybe a color clash or unique sound when hitting the enemies for extra juice (the damage numbers helped alot tho)

Amazing work all around, I am sad I didnt submit anything, so I cant rate

Developer(+1)

Thankyou for the feedback Prinny! I'm glad it managed to run better on a lower spec machine!  Your suggestion for rolling for reload amount is a great idea! We might have to incorporate that in as a  new weapon later down the line, adds a good risk/reward to using it.

We really wanted to add a few more types of Dice as other monsters but decided to focus on the one enemy type for the jam period so we could make sure it was as polished as we could get in the time frame. But we already have 2 new enemies already planned that we hope could bring in some great variation to the fights alongside some improved pathing for the ai so we can create more complex levels.

Developer(+1)

Thank you for the feedback!

Sorry that the game couldn't run as well on your machine. I've got a few ideas on how to make the game performance run better, so I'll try and make sure that you're able to play later updates of the game.

Very happy to read that you liked the reload animation I made for the gun. We thought the idea of giving the player dice based weapons too would be cool and landed on a dice revolver for the Jam. 

I agree with you that combat can be broken with the amazing skill of running around in a circle and we do plan on fixing that through the addition of different enemies, that will force you to react differently. We plan on making other dice based enemies like a d8 that patrols around the outside of the map and shoots electricity at the player when they get too close or a d4 that find a random spot in the level and then hides half it's model in the floor and acts like a mine to the player.

The additional effects for firing the weapon and bullet impact are areas we can improve on and I'm glad you pointed that out. I did add a monster sound for when they're hit but I can see that adding a bullet impact sound as well as creating some particle systems for both firing the weapon and when the bullet impacts a monster would increase the game's look and feel.