Thank you to everyone who played me and Draoseys game and rated it! We appreciate your support
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One Roll's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #628 | 3.760 | 3.760 |
| Overall | #878 | 3.480 | 3.480 |
| Adherence to the Theme | #978 | 3.600 | 3.600 |
| Design | #991 | 3.080 | 3.080 |
Ranked from 25 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
I liked the idea, but in practice it felt strange. On my first respec, I got the axe (arguably the best) with killer stats (all high teens), which was so OP, then I respec-ed and got the sword (easily the worst) with trashy stats. It would have been cool if you could improve the stats by hand, but thinking about it, then it'd just be any other roguelite. Good on you though for trying something new, and you did really frickin good creating such a deep roguelite in two days. Seriously no clue how you pulled off the multiple stats, weapons and enemies, I've seen games made in months with the same (or worse) depth. So good job cramming all of that in!
thank you! I was considering allowing respecting and if there were a few things I could change, one would be balancing the weapons more, and changing their stats up to make it so low strength had the fastest weapon with better hit boxes. The Skeletons are a bit broken and the secret to making multiple enemies is simple: make 1 enemy that is super simple (zombie) then alter the movement (ghost) then alter the range (skeletons). This allows you to have many AI with the same template. Good for adding depth fast! I know the balancing is wonk, I didnt get time to rework the stats to be more balanced and the movement needs a bit of tweaking as well. Thanks for your kind words! I also couldn't have done it without my Artist Draosey. He did a great job and helped encourage me to push the game.
The idea of only one stat role was really clever.
The rogue genre could really use a game with this.
That was really scary, I started it and one of the tiny things came at me like a bat out of hell, freaked me out something fierce
Still, after I got over that I had fun playing it, managed to survive for a while.
I only have two thoughts.
1. You could have varied up the monsters so you know how fast or strong they are based on images but its a game jam and the focus is on design so i'll ignore that
2. The multiplier should stay if you start hitting something, I had mine go down while I was trying to kill someone with a large health bar, that kinda annoyed me.
But yeah, I thought it was very well done for a game jam project :D
The character is super fast! But great job at making this, you done so much in 48 hours!
If you haven't yet, I would really appreciate it if you check out our game too!
(-Amy)
Well this is quite interesting!
At first i started with what i think was a really really good roll (18/16/20 -i took a screenshot before the game started-, and a weapon with huge reach that made a whole spin) and had quite the fun destroying the mobs. The acceleration it had was ridiculous but still playable somehow, hahahah
Gotta say, those mobs must be rolled too right? Fought quite a bunch of zombies of varying health and speed. Specially speed: something i hope to never see in real life is to dare the sight of a skeleton going 130km/h towards me and then dissapearing completely in the distance, so fast even the ack ack of the skeleton must be heard with the doppler effect. That was weird!
Then i got my second run!
https://i.imgur.com/Blh9ZHv.png
Well that was way more sober, hahahah. Those swords got a real bad reach, but i'm not sure if it is because i got a bad roll or it's just that way!
Lost with quite a bunch trying to find the blue potion. Everything was too fast for the poor guy, hehe. I kinda suck at the game.
This is a really interesting concept! Just one roll, then accept who you are. Pretty awesome idea. Keep it up!
Such a good beat to play to! The particles out of the chests had a lot of kick. The new rolls giving new weapons was cool and unexpected. It was interesting having to change playstyle on the fly. Nice work
Holy crap, that was hard and fun. I'm not usually one for the fast-paced games but I did have a lot of fun with yours! It's quite polished for a jam game, as well, and considering the crock of poop i turned out as my submission, i'm amazed! Congratulations, and I hope you'll be continuing work on this!
Btw, this works great on Linux, so thank you!
Fun concept. Think it has some potential if worked on more adding more stats and interactions. Was surprised when my weapon changed. Couldn't get the bow back but the swords and axes were fun when they didn't have a small range. Overall good job.
Good idea for a game. I like the fast paced combat, but maybe it is a bit too fast for me.
Please check out my game as well if you have the time :)
https://itch.io/jam/gmtk-2019/rate/462985
Love the concept! Fun to play, but I keep accidentally clicking restart before seeing my stats/score :P Good job
Interesting concept, the controls might be a little too slippery for me though. Also, the art is super good!





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