Loved the visuals and the music. Enjoyed the rolling to move mechanic. Working out the combat took me a little while, but once I understood it I thought it was cool (and punishing).
Play game
Dice Souls's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #108 | 4.444 | 4.444 |
| Overall | #196 | 3.978 | 3.978 |
| Creativity | #374 | 3.880 | 3.880 |
| Enjoyment | #466 | 3.611 | 3.611 |
Ranked from 383 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?
It's a dice-based roguelike
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
Well done! The concept, mechanics, and visuals are all tight and well crafted. The only piece I felt was missing was some music to go along with everything. Great work though.
Hmm, you didn't hear the music? Must be a bug or something. Retro Asobi created a wonderful theme for Dice Souls.
This was very fun. Didn't like getting lots of ones, though - felt a bit unfair. The art is great as well!
This is my fave entry so far. Art is amazing, concept is fun, and it's very well-polished for the most part. Great job!
There are good ideas here, however, I don't have too much control over how encounters are going to play out. I do like the idea of gambling to get a better action when you get something bad, but in most cases, it ends up being a lose-lose scenario. This was quite fun though.
Thanks for playing! There were lots of mechanics that I had to scrap due to lack of time (bleed and poison status, curses, debuffs, treasure rooms, different classes, etc.). As a result, the balancing is out of whack, but I promise to give it a closer look in my post-jam build. Your feedback is really appreciated!
Really neat concept, I just feel like it needs more of a rock-paper scissors element so I don't just always reroll until I can attack. The presentation was top notch, amazing how good it looks especially after only 48 hours!
The idea is good on paper, however it suffers A LOT from RNG.
If you're unlucky enough, you can get stuck because you're never getting attack.
Perhaps making the random weighted or making the dice roll only things that weren't rolled before would fix the problem?
The presentation, however, is great. I love it.
The first mob took me a long time, but that's what you get with RNG. The idea is very fun, art is amazing and music is good. Shared it with friends and they both said it's one of the greater games they've seen in the Jam till now. With some more time and implementation of extra options this can become an amazing game.
I love the presentation! It's got a lot of charm. I do see what you're going for gameplay-wise, but I think if you gave the player more choice (perhaps with different battle dice) it could be a lot more fun.
But I liked it! It's like a deck-building game in miniature.
Thanks for playing and your feedback! I planned to have more action rolls (status effects, debuffs, etc.), different classes and more types of encounters (say, a treasure room). Sadly, didn't have time to implement it all. Expect there to be a more balanced post-jam version, I hope you like it more!





Leave a comment
Log in with itch.io to leave a comment.