Visually, it looks really good! I like the idea of tying movement to swapping characters and abilities. There are some issues (as others have pointed out), but overall this game is very interesting and presents itself well too. I would love to see a post-jam update!
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Die Together's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Originality | #50 | 4.318 | 4.318 |
Overall | #357 | 3.803 | 3.803 |
Presentation | #559 | 3.864 | 3.864 |
Fun | #1175 | 3.227 | 3.227 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
Our game has Six characters mushed together into one block. They have to work together to escape a dungeon.
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Very creative idea, and obviously the art is great. There were some bugs (I think some "turns" weren't ending occasionally, leading to me getting stuck and restarting, or doors being reversed for some reason. Normal jam stuff, honestly.)
In terms of gameplay, I'm really left wanting a lot of "feedback" on every turn. All of the different characters having different actions is awesome and great, but my tiny human brain can't keep all of that in mind every turn, there's just too much info to keep track of for any given move. Because this is a turn based game, I think you guys should take inspiration from how games like Into the Breach or Slay the Spire display info about the player's AND enemies' moves before anything actually happens. Where will my next desired move be doing damage, who am I hitting, and how much damage will I be doing? Where is my enemy going to move and or attack? Am I going to hit a switch, and if so, what is that switch connected to? I feel that having all that info readily displayed for the player in some way would get rid of the clumsy fiddling I found myself doing and really emphasize the strategy potential here.
Sorry for the essay! Its a great entry, and I hope it gets expanded upon post-jam, even if its just for fun :).
Interesting concept. It was a bit hard to understand how different heroes attack, for example, I'm still not sure how to make Rogue attack someone. It would be more convenient, if you could somehow display which character can attack certain tiles. I found myself just rolling the die randomly.
Also the game would hugely benefit from having a visual and sound feedback when you get hurt. Another thing that would be great is combining characters' abilities. Like, rolling Archer and then Dragon creates a fire arrow, or something like that. I think it would create interesting gameplay situations.
It is still a pretty solid concept, keep it up!
[Team secondary artist/level designer] The intent for the rogue is to have them attack behind you. That definitely would have helped if we'd managed to get in range indicators! There's a lot of other ideas we've had for this--for instance, powering up character attacks could add in all sorts of options for gauntlet-y style arenas. Thanks for the comment!
All the art is beautiful, such great character design ^^ Unfortunately the game keeps freezing on the 2nd level, not sure why. From what little I am able to play of your game it seems fun! Bit buggy and a little slow with each animation being forced to play before I can move but.. still fun. It reminds me a lot of the sliding piece puzzles, little tiny movements to fix alignment. Love the concept and hope to see a post jam version!
[Team secondary artist/level designer] Thanks a bunch! Yeah there's a crash bug in there somewhere (Somehow, I managed to avoid it altogether when I tested it, despite not even building it on my computer?). We were intending to have a few more tutorials and more visuals to indicate where/how characters attack, but this game was pretty complicated to build as it was to get in under 48 hours
Wonderful game! Very interesting way of doing it. The game unfortunately froze on me everytime I got halfway thru level 2. It's a little hard to see what was where with how the camera was laid out, but with some time, I can absolutely see this being fleshed out into a full game! Really wonderful job!
[Team secondary artist/level designer] Thanks a bunch! We're aware of the bug; it seems to only come up sometimes when the game is deciding if it should play an attack animation. I think you can avoid it by not moving toward where an enemy was the turn after you kill it? In any case, I'm really glad you liked it so far!
Interesting concept, but it was hard to figure out which side of the die was which, and the game was very choppy on my computer. The in game art wasn't much to talk about but I love the character portraits, which is probably because I was already a fan of all the artists that worked on this game XD
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