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A jam submission

Dicebound Loop (GMTK Game Jam 2025)View game page

Submitted by ZandolieArt — 3 hours, 35 minutes before the deadline
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Dicebound Loop (GMTK Game Jam 2025)'s itch.io page

Results

CriteriaRankScore*Raw Score
Narrative#33972.4462.446
Audio#36662.8312.831
Artwork#41502.9542.954
Creativity#51122.9692.969
Enjoyment#66452.2312.231

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

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Comments

Viewing comments 20 to 1 of 32 · Previous page · First page
Submitted(+1)

Fun loop, loved to build my dice up! Felt like i had a little too agency but thats part of the fun with dice

Developer

Dice games are always a power fantasy. I wanted the player to feel like they earned it.

Submitted(+1)

Let's get GAMBLING !!!

*Clears throat*

Yes ..; humm yes indeed this was rather enjoyable my good sir, 

my thanks to the chef

Developer(+1)

LoL so you're saying the next step is loot boxes?

Submitted(+1)

and don't forget the season pass that lasts a whole 3 weeks XD

Submitted(+1)

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.

Developer(+1)

Yeah I had s feeling that it would need tweaking. But since I only had like...6 hours worth of polish on it I couldn't get all the kinks out. I think I'll release a second version of this with some cleaned up stuff and an auto roller.

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.

Submitted(+1)

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

Developer

I should have staggered the timing for the rolls. I admit I wasn't very clear in letting you know what was what. Thanks for playing it anyway I appreciate it!

Submitted

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.

Developer

Lol, I thought the wall collisions worked, damn. Ah well, thanks for the heads up!

Submitted

I felt so lost when turning around in first person. I didnt get to the second phase so the movement mechanic just felt like a hindrance. I enjoyed racking up attack and defense from killing enemies tho!

Developer(+1)

It was supposed to be disorienting, at some point it's supposed to switch into a timed escape game, but I'm guessing that part was wayyyyy longer than anyone played.

Submitted(+1)

very cool idea! nice work

Developer

Thanks, I appreciate that!

Submitted

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!

Submitted(+1)

A bit of a confusing game, but style wise looks quite good!

Also a small bug where you can walk through walls 😁.

Developer

Yeah, I assumed the wall collisions worked without testing them doh!

Submitted(+1)

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 !

Developer

I appreciate that. Yeah, I think I probably bit off more than I could chew for this jam. I just threw too much at the wall. Next time, I'll know better :)

Submitted(+1)

I found the concept of the game quite compelling! I did run into some performance issues, but well done nonetheless :D 

Developer

Thanks, I think I overengineered a bit, so it's not a big deal. It's all I could muster for the time I had.

(+1)

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.

Developer

Partially, the reason it feels like this is because the second "half" of the game is supposed to be a timed escape, but given the time constraints I didn't get to test that part of this properly.  Thanks for the feedback tho!

Submitted(+1)

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! 

Developer(+1)

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. 

Submitted(+1)

I'm very glad to hear that 🤙

Submitted(+1)

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.

Developer

Yeah, I feel like I should have explained stuff like that early on, but I also wanted those to serve as early warnings of "well, maybe I should watch my movement." Thanks for the feedback!

Submitted (1 edit) (+1)

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? 

Developer

The more stuff you kill, and the longer you explore, the more turns you'd have to get back to the start. That's the part of the game I didn't get to test enough though so I know there's some bugs in there. Thanks for playing though I appreciate it!

Submitted(+1)

Oh right that makes sense. I did kill every enemy I found but I always bought more combat rolls so that adds up. I still gave it a solid rating since I can tell you worked hard on this!

Developer

Thanks! The time constraint had a lot to do with how it turned out. I need to stop trying to build complex games on a game jam timeline 😅

Submitted (2 edits) (+1)

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.)

Developer

I think the setting I used for the HTML export was tuned to this page so the itch page seems to be smaller. That's my bad, next time I'll know :)

Submitted(+1)

Fun idea but kinda buggy :(

(+1)

Game was very buggy for me, For some reason not all UI was in the viewport, which meant i probably wasnt seeing essential parts of the game... :(

Developer

That's a difference between the Itch page dimensions and the upload dimensions for the actual game page. Not a big deal, next time I'll know better.

Submitted(+1)

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.

Developer

That's not a bad idea actually. I could use that! Thanks for playing!

Viewing comments 20 to 1 of 32 · Previous page · First page