Fun loop, loved to build my dice up! Felt like i had a little too agency but thats part of the fun with dice
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Dicebound Loop (GMTK Game Jam 2025)'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Narrative | #3397 | 2.446 | 2.446 |
| Audio | #3666 | 2.831 | 2.831 |
| Artwork | #4150 | 2.954 | 2.954 |
| Creativity | #5112 | 2.969 | 2.969 |
| Enjoyment | #6645 | 2.231 | 2.231 |
Ranked from 65 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?
The dungeon loops back on itself, forcing the player to find the exit where they started.
(Optional) Please credit all assets you've used
See Description
(Optional) What would you like to be called if GMTK features your game?
Zandolie Arts
Comments
Let's get GAMBLING !!!
*Clears throat*
Yes ..; humm yes indeed this was rather enjoyable my good sir,
my thanks to the chef
I had a fun time ambling around and murdering everything I came across. I got lost almost immediately, but I feel like that was at least somewhat intended :D
There was a point where the game change to have a step limit at the top. I'm not sure how I triggered it, or what I was supposed to do when it showed up. I immediately ran down the steps and lost without being able to interact with anything.
If the dice for movement was rolled without needing to click through a popup I think the experience would be much nicer to play. The dice roll so fast I'm not sure there's any benefit to clicking them one at a time manually over using the 'stop all' buttons.
I felt like i had not much of an option to fo anything, walk aimlessly through the dungeon with no objective and "fighting" the random enemies that appeared but the actual fight was just "press a button". Its a good idea of a game but its not very polished, even for a game jam. There were no wall collisions and when you press a move button when already moving it just waste 1 move points instead of not wasting it or queueing the next movement. Also it was hard to see when to turn the camera to the sides because of the FOV and sometimes i found myself turning too early and wasting multiple points to correct it which felt bad.
I enjoyed the combat rolling, and liked collecting a load of extra rolls and boosts to beat the minibosses - the UI was not very clear with how it worked, but I did piece together that each die would either land on an attack face or a defence face, and 1hp goes if a combatant has more attack than their opponents defence? It was hard to spot the difference between an attack roll and a defence roll, and the next turn started very quickly
I want to believe this game has really good potential, but why does the game not have wall collisions...
Also using the dice all the time feels a little pointless currently; there's not enough player feedback and urgency felt in the gameplay to compensate for the movement restriction.
Nice game! The full screen button got cutt off on the page (blocking me from full screening the game) (Resize game window in itch settings will prob fix that). The dice throwing kept me from moving. What made the game feel slow (I also threw 2 with 3 dice 😂). With a little more time, this game would be awesome!
Pretty cool looking game, with a great dungeon crawler aesthetic to it.
But I think it needs more explanations overall, as it's quite confusing to play.
The fact that the UI get cut off doesn't help either, since the stats at the top right are basically hidden.
I would also add that rolling dice to move doesn't really make sense in this scenario. I understand the "Board game" aspect of it, but it ends up just being the game often stopping us to click on the screen.
Overall, really cool visual and sound, but confusing to play. I think it could be very enjoyable to play with some tweaks here and there !
I found the concept of the game quite compelling! I did run into some performance issues, but well done nonetheless :D
The game is... a bit mixed, in my personal opinion. I do quite enjoy the premise, and the style by which movement and combat occur is reminiscent, at least to me, of old-school dungeon crawlers like the Zork games, but in more visual medium than text. However, the gameplay does somewhat start to crumble as you play. Rolling dice to move is fine at first, but as there is no real punishment for sloppy movement, it quickly becomes little more than a tedious way to slow player movement. Furthermore, navigating the place becomes impossible with how similar every room is, and it is way too easy to get lost, though that may very well have been the intention. As for combat, it is alright, though perhaps it would've been a bit better to have a set amount of attack and defense dice, as opposed to making the outcome of each roll vary with both, which causes most combat to just culminate in a draw for many rounds. Overall, there's definitely something here, it just needs some more time to be worked on.
This would have slapped with a little extra time to cook. Such an amazing concept and I love the eerie vibe that the character controller and perspective grants. Despite a little out of bounds adventure, and not being able to see the full screen you got me excited. If you could speed up movement (auto dice rolling) also gave enemies dice roll movement and slapped on a new gimmick (perhaps you now collect special dice of different sizes with extra effect) if some time to simmer I'd be addicted.
Legit, continue on this creative vision. I'd be happy to help a little bit too!
I think I might continue to work on this. I contemplated whether to do the "AutoRoll to move thing" and I didn't really do enemy movement because of the time constraints. I had a HUGE list of upgrades I wanted to implement, stuff like magic/range upgrades and stuff too. When I get the time I want to return to this.
I really enjoyed the idea and upgrade system from defeating enemies. I did not understand the point of the movement system though. I felt like I just kept rerolling again and again as I was trying to figure out where to go.
I would recommend not making turning use up movement either. I tried going to some of the boxes/jars/skeletons to look for loot and used up a lot of movement early on before realizing they were just decorative and I was not incredibly unlucky.
As other have said, the viewport size and not being able to fullscreen (at least for me) hurt the game but I will ignore that. I also didnt really understand the part when you have to go back to the start, I only got about 5 rolls when I thought the dungeon was so big you would need much more than that to get back?
Was pretty neat! Once I figured out that all the loot dropped from enemies, I was set. I got softlocked on a movement-roll screen x_x
(there is a viewport issue but it only seems to be in the “rating” game screen that itch.io has. playing it in the actual page works fine.)
Interesting Concept. Although you can go out bounds and a nice QOL feature would be binding "STOP ALL" to spacebar so I don't need to keep hovering over it.







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