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Book of Faces's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creative use of art assets | #2 | 4.636 | 4.636 |
Overall | #5 | 4.273 | 4.273 |
Overall polish | #8 | 4.364 | 4.364 |
Engagement | #78 | 3.818 | 3.818 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
This game is amazing! Great job!
Reminds me of the curious expedition combat system. If I am to point out anything for constructive criticism I would recommend slowly introducing various mechanics rather than an information overload at the start. Completely understandable considering this is a game jam.
Thanks Brad! I'll have to check out Curious Expedition - i haven't heard of it before. And yes, totally agreed- it throws you in with no regard for explaining anything.
Cheers for playing!
That was a really fun original and well executed concept, It was like a deck builder with dice, I didn't understand rot as I never had the opportunity to give them 1 so doubling it seemed pointless, but that is probably my bad. Loved the game, awesome job.
Hah no not your fault at all - giving sensible rewards ran out of time so I completely randomised your rewards, allowing you to get Double Rot with no guarantee of actually having rot. Thanks for playing! I'm glad you enjoyed it :)
As someone who finds themselves using cards in everything for their versatility and the interesting meta-control context that they provide, having each "card" have six faces was awesome to see realized. This is a great concept with an equally great thematic base set out for it. I can already see lots of enjoyment coming out of analyzing situations like these.
Just... solid, dude. For real. If I might ask, how are you randomizing the enemy encounters (systematically speaking, I'm interested in programmatic and theoretical structure :P)?
>.> So currently I'm not actually randomising the enemies. I wanted to have 21 with a group of three available for each level but ran out of time. The way it currently works (and how I would probably extend at this size:
Keep track of combat number. Each combat, we increment by one.
At start, we go to the MonsterDatabase (*actually just a class) and request a monster of the appropriate tier.
MonsterDatabase has a list of monsters for each tier. Each monster has some stats (HP, name, dialogue text, dice.)
If it needs specific dice it goes to the DiceDatabase (*also a class) which'll have a static function like
public static DiceData GetJohnnyAttackDie()
which will define the exact faces required. If we just need a generic die, we go to DiceFaceDatabase(*class etc) and ask for 6 dice faces of appropriate rarity.
What it all boils down to at the end of the day is we just use System.Random.Next() with the count of items needed and grab that.
It's not a perfect solution - but it works and seems *mostly* extensible.
Thanks for playing! Really appreciate it.
Sweet.
Thanks for making it!
Was a little confused with changing the dice pool, but a cool idea and I had fun. Great use of the assets as well.
Thanks JDep! It's definitely not as well explained as it could be!
A nice concept for a dice based rogue-like. The tone and feeling in the game is consistant and well produced with the resources and time available. I am less sold on the theme, but perhaps I have become slightly tired of the "gothic men ommming" setup.
Clarity and small areas of polish in the UI wouldn't go amiss but as a proof of concept stands out well. Currently a good selection of different mechanics in the dice faces, which gives a spread of available strategys and resources that both the player and opponent can use.
Super interesting and I like the atmosphere!
Thanks for playing!
Really cool looking game.
The concept having dice faces with different effects is very interesting and how it is presented is very cool. Some animations would have helped to understand the flow of a turn, but it is great content for the context of this jam.
Thanks edupo! I definitely agree - I'm thinking of doing a little bit more on it to try and smooth out some of those unclear interactions. It gets especially messy when you have dice that replicate other dice and it's entirely unclear what's going on.
Very interesting game! I totally feel like this could be expanded into a full game, with more story elements.
My only problem with the game is I did not realize how much health I was losing.
Totally agree- there's a real lack of UI feedback when you take damage which is an unfortunate "oh no I have 30 minutes left". Thanks for playing!
The use for the art kit is incredible and I'm impressed by what you've done with it. I also love the eerie soundtrack and feel of the game. Overall amazing entry and well done :D.
Thanks Crack! I really appreciate it :)
Sick game, it looks really nice. The only thing I feel you would need to do to make this a full game is add some spooky art for the characters, add some more visual/ audio feedback for damaging and getting damaged, add tooltips in case people are dumb and forget what things do, and add some more content. Now that I'm typing that out it seems like a lot, but visually and concept wise this game is public ready. Overall super well done. Have you perchance heard about dicey dungeons?
Thanks Manatee! I definitely agree on the "need to do points" - the feedback is super lacking for the actual combat and the tooltips are a bit rushed! And yes - I own Dicey Dungeons and I had a look at it for ideas! I couldn't remember exactly how it worked - and their style of assigning dice ended up being opposite from the direction i was wanting to head in, but I do really like it!
Also the locking mechanic is really cool, plus the whole adding new faces to your dies. I didn't see a way to refuse the upgrades though so I just had a trash can dice where I put all the upgrades I didn't want. The game reminded me a bit of Dicey Dungeons, which is why I asked, but that could possibly just because it has any dice in it whatsoever and I recently 100%ed that game LMAO
Thanks again! Really glad you liked it - and yes, refusing upgrades went by the wayside because i didn't have time >.>
The gameplay isn't too special, but holy shit does this game look good. It's hard to believe this was made only using a kenny pack.
By far the best looking game I've seen yet in this jam.
Sound design is also ace
Hey, cheers man! The gameplay loop certainly has it's issues for sure - I ended up spending way more time on making it look good and then actually finishing up the game was a bit of a struggle.
You live and you learn, hey! Thanks for trying it out.