it’s fun. Great artstyle and interesting mechanics
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DICEMANCER's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #98 | 4.458 | 4.458 |
Overall | #138 | 4.079 | 4.079 |
Enjoyment | #183 | 3.898 | 3.898 |
Creativity | #371 | 3.881 | 3.881 |
Ranked from 59 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?
You throw dice, and your attacks are randomized
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 created the vast majority of the music during the game jam
Comments
The game looks really polished and the different spell dice are all pretty fun to use. I love me a good spellcasting game. The randomness is manageable and adds to the complexity in a nice way and there were just the right amount of levels.
I love everything about this game: it looks really nice, the music and sounds are good, the level design is varied, the mechanic is creative, lots of fun movement (especially the explosion), and there's even a story. Very impressive for a jam game, I really like how you even added an indicator to stuff inside the frozen platforms
Great artstyle, music and polished gameplay overall, but I have some issues with the dice habilities and level design:
1. The way you get the dice departs from the idea of the RNG by being able to modify the roll percentages, because you can choose which dice to take. There is no incentive to pick up each dice of every level and exploit the possible combos, because there is also an imbalance between the abilities of each dice. For example, the red dice loses its usefulness against the yellow dice, since the latter, besides causing damage, also allows advanced mobility, which made me completely ignore the use of the red dice throughout the game.
2. The level design does not help the use of the dice to be well explored. I will explain it by levels:
Level 1: There was no need to take the red dice, the enemies pose no real threat and the boxes do not function as an obstacle.
Level 2: Same problem as the previous level with the red dice. Mobility allows to easily jump the first use of the green dice, used until the last platform.
Level 3: Apart from the vertical movement, the level layout does not encourage combat or the use of the barrels with the yellow dice.
Level 4: Good use of both dice (blue and yellow), the implementation of the barrels as platforms perhaps interferes with the visual language of the game.
Level 5: The distribution of the barrels make it possible to ignore the blue dice completely. No need to use the yellow dice for combat.
Level 6: The layout of the platforms makes it possible to complete the level with only the yellow dice.
Level 7: It is only necessary to use the blue dice on the first platform, the rest can be skipped with normal mobility.
The idea is interesting and very fun, but, in my opinion, the level design works against it. You have something very solid here.
Thanks for the feedback!! Getting the theme to work with what we wanted in a platformer was definitely a challenge, and there's a lot of room for refinement and improvement still. Yellow dice are currently a bit overpowered, and with the current feedback we're thinking about boosting the damage of the red dice to make them more viable. There was another enemy in the works (we called it "Big Guy" lol) that would block platforms and force you to use the ice or teleport dice more frequently, but we cut it because we didn't have enough time.
Thanks for playing!!
Wow, this game looks great! I'm impressed you made the opening cinematic (and all the level art!) in this timeframe -- really impressive. I love the background music too. The gameplay was really fun too -- very creative. :)
Really cool concept for using dice-based combat. The dice-based combat in my game is nowhere near as impressive as yours :)
Such an amazing game! I loved how you can actually beat levels in a different way than the "intended one" by using different dice combos. The music is very nice and the pixelart is really good.
My favorite dice has to be the explosion one, just amazing going around rocket jumping everywhere
This was lot's of fun to play! I loved the game mechanic with the different dice. The music and sounds are fitting perfectly to the visuals and the gameplay, good job!
Wow, this game is really fun, I loved all the dice mechanics and combos with them, the art was great and I think all the levels were very well designed!
Cool art. The different dice ability is interesting. However, there are a few issues:
- Damage adjustment. Red dice, the first ability, should do a bit more damage. Instead of a 6-hit kill, I suggest buffing it to a 2-hit kill or at least a 3-hit kill. Currently, enemies take too much damage to die, which negatively affects the pacing for a beginner level. Should you decide to buff the red dice, you should also increase the yellow dice damage to showcase its power.
- RNG, green dice & yellow dice. I like the idea of teleporting dice and an explosion dice that turns you into a rocket man. However, movement options should be persistent, especially when I need to get over a large gap.
- Tutorial. For example, (for blue dice) shorten the spike distance. I can drop one ice, jump on it, and get to the next platform. Also, the duration of the ice can be longer. Ideally, there needs to be a visual cue that tells players when the ice will melt and disappear so players can react. But it's a 48-hr marathon, who has that kind of time, right. So the easiest way is to prolong the duration of the ice cube.
thanks for the feedback!!
The red dice damage boost is a great idea and it definitely would help balance out the dice in terms of balance. For green and yellow, I think they were planned to work best for horizontal/vertical movement respectively, but level design doesn't work around that (yet!). I do see what you mean about having a persistent movement option for gaps though. Thanks for the input on blue dice! I think a visual cue for melting was somewhere on the to-do list, but was dropped for time haha
I absolutely loved struggling and discovering mechanics in your game ! the art the music and the smooth actions really helped me immerse into your world and i was ammaazed by your ideas !
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