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Super Dice Boy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Graphics | #12 | 4.000 | 4.000 |
Gameplay/Design | #19 | 3.333 | 3.333 |
Fun | #20 | 3.333 | 3.333 |
Audio | #20 | 3.333 | 3.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
What would you like feedback on?
Difficulty and gameplay
What did you update?
Graphics, Music, Controls (now support gamepads), added Co op and other levels and mechanics
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Comments
Controls menu option doesn't work, it closes the settings menu.
I like the idea you have going here, but it is really tricky to roll specific numbers when needed making it more frustrating than fun. Maybe if tapping to throw would consistently roll the next number it would feel better - often I would still roll 2 or 3 more making it all luck based if it landed the way I needed it, which doesn't work well when the die has limited rolls.
Thanks for the feedback :D Yeah the controls menu isn't yet implemented, forgot to hide the option before building. The die shouldn't be random, it should roll in sequence but i agree some throws force you to basically hope in rng (like with the red die). In the next update the white die (the regular die) won't explode anymore and can be thrown as many times as one wants, after 90% of the feedback being on that, I guess it was time to actually do something about it! I'm not sure if in this build you can catch the red die mid air or if I changed it in the next build, but that too should help with the "rng" when making some throws. Thanks for the feedback! I might make some changes based on your feedback (like maybe find a way to make the rolling more consistent and predictable)!
It's definitely not random, but it feels unpredictable. Like I'll be holding a 6 and need a 1 for a button. I'll tap the throw button while aiming upwards and it will switch to a 1, then a 2, and sometimes even a 3 before stopping, and when it does land on the button the physics don't tend to "attract" it to the button, so it can roll off even when I get it correct. Maybe adding a visible throw arc or projected landing position could help?
I'd also recommend a clearer visual/explanation about when things will explode. Not sure how best to do it, but that feels inconsistent to keep track of as well. I'm hesitant to suggest putting a number of the die itself, but maybe having some cracks or something in addition to the color change could work?
It's based on the angular velocity of the die (higher velocity equals higher speed at which the die 'roll') but I agree that it might not be consistent at all, i could instead just roll it of a fixed amount if the die is in the air, i'll try that. The projected throw is something I want to add for sure next. The idea of changing the sprite of the die to better visualize when it will explode sounds like a great idea! Considering the white die won't explode anymore it won't be an issue for that, but the other die still explodes after a set amount of throws so it might be really useful for those.
The switch is kinda clunky it's true, especially in the last level where the switch is on a moving platform. I tried different solutions but none worked as I wanted to, but i need to find a solution for sure because even i find it frustrating at times.
Again thanks for the in depth feedback, I appreciate it a lot :D