Thank you for your feedback! Sadly due to the lack of time and some time mismanagement I did cut corners and the concept does not explain itself well. But I am glad you still enjoyed it!
TinyLittleStudio
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My favourite red teaport! Glad you enjoyed it despite the bit of chaos. Sadly I only started this idea on the second day, because I scrapped the first idea after a day. With less time I had to make a few cuts to e.g. a loose condition (there exists a win condition, but it is not entirely clear in the game as you are supposed to collect each item at least once and keep track of it with the counter at the top right). Thank you for your feedback and kind words!
Thank you for trying out my little project, despite the obvious lack of proper guidance. The idea was being the one that designs the dungeon and gives reason as to why there is always things for adventurers to loot. But it turns out that its just your home and the loot is left by previous adventurers. Turning around the roles of the adventures heroes that conquer the dungeon.
Thank you for your detailed feedback! The controls are a mixed issue. Some people find them extremely well done. Other people find them a bit difficult to control. I guess that all depends on personal taste. But I have to admit, that I did not add any sugar to the controls. Due to the time constraint of 48 hours and being a solo developer there were a few corners cut short. One of these was the level design. The flaws in the level design led to a few unexpected encounters with the dice. But I am glad that you enjoyed it still!
Thank you for your feedback and kind words! The controls are a mixed issue. Some people find them extremely well done. Other people find them a bit difficult to control. I guess that all depends on personal taste. But I have to admit, that I did not add any sugar to the controls. The dice are due to a few flaws in the level design not as prominent as they should have been, that is true.
Thank you for your feedback and your kind words! Swapping with dice with something different would work for any of the submissions that did not take the theme of a dice literally. The thrown dice do in fact roll in mid air, just like regular dice. They are simply loaded dice with an expected result that may vary if you throw too far or too high.
Thank you very much for your feedback! The entire game is indeed playable without the usage of any dice due to a few flaws in the level design. But the dice can still be used to make things easier or worse, just like a little gamble with dice! Sadly due to the limited time and being a solo developer I had to crunch and cut a few corners. One of these corners was sadly the level design.
Thank you for your very detailed feedback!
Sadly due to the time constraint of 48 hours and being a solo developer I had to crunch and cut some corners. One of these corners was the level design. These flaws in the level design were for example the missing focus on some dice. And thank you! The itch.io Page is still a Work-In-Progress. I don't really mind whether you stream it or not. But I am glad that you enjoyed it still and took the time to give me detailed feedback!
(The theme is free to interpret. Randomness is not something that is guaranteed in dice as there are also loaded dice. There have also been plenty of games with RNGs that could be rerolled infinitely making it pointless just to add RNGs. I opted for a simpler solution where I show the player the start number of the dice. The longer your dice rolls through the air the higher the count. Meaning that the dice in fact rolls in mid air. That just added a bit of predictability, just like loaded dice. Sadly the flaws in the level design made it not as obvious.)
Thank you for your feedback! Sadly due to the time constraint of 48 hours and being a solo developer I had to crunch and cut some corners. One of these corners was the level design. The flaws in the level design failed to mention ways to interact with certain dice. For example, the five in the first level can be unstuck by simply jumping against it a bit since it's so light. But I am glad you enjoyed it still!
Thank you for your feedback! Sadly due to the time constraint of 48 hours I had to crunch and cut a few corners as a solo developer. One of the cut corners was the level design. But the design flaws can easily be resolved or avoided by using jumping or wall-jumping. The only case that will truly soft-lock is when you place several dice on or above yourself which is fairly difficult to do.
There is not much to say that has not already been said. It is a cool concept and a very well executed one on top of that. Most submissions of the GMTK GameJam 2022 took either randomness or dice quiet literal. The randomness feels a bit too random and without consideration for current conditions. But that's just nitpicking.
Thank you for your feedback! Due to the time constraint of 48 hours I had to crunch and cut some corners. One of these corners was the level design which led to a few design flaws, like the dice not being in focus. Regarding the character controller; I did not add any subtle effects like coyote time but all levels are easily managed while using the wall jumping.