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rollypolly's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #496 | 3.786 | 3.786 |
Enjoyment | #607 | 3.500 | 3.500 |
Overall | #1020 | 3.429 | 3.429 |
Presentation | #2322 | 3.000 | 3.000 |
Ranked from 28 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 solve puzzles by rolling a dice
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
Yes
We created the vast majority of the music during the game jam
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Comments
Nice game!
The concept of rolling dice games like this has been explored in a lot of games in this jam, but you managed to put a unique spin on it by adding pushing and many more puzzle elements. I really liked your level and difficulty progression, it felt very natural, slowly introducing new elements without needing any tutorials or walls of text which is the best, I think this is the best 'tutorial-like' level progression I've seen in the jam so far.
Some levels I think I solved without using the intended solution, but overall all the puzzles felt very intuitive and just challenging enough. It would've been nice to have some more feedback on which character is active, because it sometimes wasn't very clear. The different types of cubes were easy enough to learn as they were introduced naturally, but it would've been nice to have different models for them to differentiate them and also show their functionality. The sound, graphics and UI could use a bit of work but the pretty big amount of levels and gameplay made up for it, especially in such a short time.
A nice twist on a common concept, good job!
Thanks a lot for your detailed feedback :-)
Also some levels have more than one solution, it tough it'd be fun to add that to give some extra haha moments to the player
Was a bit confused of what happened, since there were no feedback when I switched characters, but overall pretty fun and unique compared to the others that had litterally the same concept.
Could have 2-player control too.
Thank you :-)
I've added "feedback for who is selected" in my list things to keep in mind for the next one
Flavors of Stephan's Sausage Roll, takes a familiar mechanic showcased among a number of entries and elevates it by increasing the complexity of motion. Stellar work.
Thanks a lot :-)
This idea was explored in other entries too. The take on this one though feels very polished and fun. The idea of using the little dudes to perform different tasks is very clever! Very good entry overall
This feels super polished and well thought out! Every level effectively taught me a new rule in the game which I could use in the future! Super rewarding and fun experience! Nice work :))
Thanks a lot, I like to spend time designing levels, I try to get the tutorial as invisible as possible in the game, so I'm glad you enjoyed it :-)
super creative concept!
Oh, that one has a really nice twist, use 2 characters to move the dice, instead of just rolling it!
And you push even further the creativity, really really nice!
I'm happily surprised by how you managed to put that base idea, well done!
The game design was solid, and you where espcially effective in your tutorial design. The presentation could have used more work for example adding UI for which character the player was controlling or adding a better explaniation for controls in game
Happy to hear my tutorials worked as expected :-)
I totally agree, display of the selected character would have been better, for the controls in game, I just assumed KeycCode.Alpha1 in Unity was obvious but then I realized after the upload that well I'm a programmer sometimes what's in my head is obscure to not me :-P
Thanks for playing!
Nice puzzles. And I like how you teach new mechanics
Thanks, I tried to make the tutorial part as invisible as possible, I'm glad it worked :-)
Great submission.
I liked the build up in difficulty, keeps players engaged.
I liked the variations/special concepts introduced in each level
Nice work!
I spent a lot of time designing the levels around the mechanics and how to sequence them so the "tutorial" part is as invisible as possible :-)
Thanks for playing, I'm glad you liked it :-)
Fun. Nice Twist on familiar feeling puzzles. The amount of puzzles and mechanics for a Jam is to be commended.
It would have been nice to have an obvious signal that player switched. I risked more than one spike by not being clear who I was in charge of.
Thanks for playing! Adding UI to show who is selected is definitely something I'll keep in mind for the next jam :-)
Great Game!
The rolling and pushing mechanics were really fun to play with and I think the puzzle design complemented them really well. However, I suggest keeping the isometric perspective in mind when designing the levels. On some levels, the goal was obstructed by blocks or the player themself. Other than that, cute music, fun mechanics, interesting levels. Nice job!
Thanks for playing! I fiddled a bit with the camera to make the scene more readable but for some reason, I didn't think of the isometric camera. I'll definitely keep that in mind for the future :-)
I'm one of the many who made a similar game, I love the creativity with the dual controls from characters. It was a very interesting twist
That is genuinely impressive how many levels you managed to make in just 48 hours. And just the base mechanic of having one guy that pushes the block and another that rolls it is so creative and you executed it great. It definitely could have used some more polish but still a great game!
Thanks a lot :-) I have a trick to make levels faster, it's to make a level builder from a text file that just instantiates the objects in the grid.
The first level looks like this in case you're interested ;-)
Holy crap that is really cool!
Maybe you should explain what "Alpha 1" and "Alpha 2" are and have an indicator to show which you're on. I was about to give up before I resorted to mashing every button to see if something would happen.
Thanks for playing! I realized after the fact that the key names could be misunderstood and that some UI for the selected character would make it more readable, I'll keep this in mind for the next jam :-)
I figured out after a while how to switch between characters, but then it was a amazing journey! Very good level design with logically slow introduction to new mechanics. A kitty for you my fried! =^.^=
Thanks a lot, I spent a lot of time designing the levels around the mechanics and how to sequence them so the "tutorial" part is as invisible as possible :-)
Took me a while to understand I could swap characters.
Some puzzles also seem too easy.
Thanks for playing!
I'm taking note for the next jam one to make some extra UI to display what is selected in a multi character game :-)
The easy levels are mostly to introduce new mechanics.