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I'm not that familiar with any sort of 3D game engine and creating my own isometric renderer seemed a little outside of my 48h window.

Actually, it turns out that implementing (isometric or other perspective) pseudo-3D is quite fast! :) For my second game jam (where I needed it because the levels are multi-layered), I was worried this would be an aspect that would take time, and it was a matter of only some minutes! X) What you really need are only some positioning formulas, taking care of rendering depth (generally either by drawing according to increasing {x + y} or by setting some depth attribute to x + y), and have the visuals.

You should definitely try, you will be surprised how quickly this should work. ;) Well, I am not familiar at all with using PyGame, but at first sight, pretty much all game engines APIs should be able to do the trick. The depth issue can get easier when there is a depth treatment for drawing, but even this is not mandatory (see above).

There is some spaghetti code left over from when I tried to implement animations between frames that I think would have helped in selling the movement more but it was not to be.

The same almost happened to me! XD I managed to draw my simple rolling animation in Pixilart (my very first animation with it!!) near the deadline, and got the three other orientations for free via symmetry. So, even isometric 3D is workable as to animation! :) I know since I am no artist.

I appreciate the score but competing was never my aim, I just wanted to push myself.

I agree competition is not the real goal, but this was more of a way for me to quantify my observations. :) It’s interesting to know where there may be room for improvement, how such thing was received, and so on. I see it as a complement to the main and more important written review. ;)

I've wanted to make a game for so long but projects where abandoned and I couldn't find time, et cetera, et cetera, but signing up for a 48h was manageable. The game didn't need to be perfect or indeed function, what maters to me is it's a start and I now know what it takes to make a game and where I can improve.

I know the feel. ;) Good job with your game, you have something to be proud of and the start of a portfolio! :)

Keep it up!

The problem was the rolling animation, I can render the level just fine, but because I wanted animations mathematically perfect I had two options.

1. hand craft 48 separate animations depending on the dice orientation

2. render the cube procedurally.

I did nether.

1. hand craft 48 separate animations depending on the dice orientation

Oh, you mean having the numbers on while rolling! I see; I was thinking just showing the rolling without the numbers — as a little trick, you can even make the die seem a little blurry while it rolls (fast). (I was considering not displaying the numbers while rolling in my own game as a simple solution. A moot point, since I ran into trouble displaying them at all. X)) Seeing the rolling animation plus the numbers before and after the movement is enough for the brain to process what is going on. For a cool example (which is not isometric, but still in a bit of perspective, although only really displaying the top face, but this is beyond the point), see The High Roller (Hardly Working Inc), where I thought this caused no trouble.

I agree this gets way more complicated in you want to have a true fully numbered/displayed animation, a problem I quickly identified when thinking of how to display things, but sometimes, you have to swop realism for efficiency! Especially when pushed for time.

I couldn't agree more.