Your artstyle is really, really wonderful. I would have liked more warning about incoming obstacles but that might just be me being bad haha. Great work!
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No Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #318 | 4.154 | 4.154 |
Overall | #1763 | 3.128 | 3.128 |
Enjoyment | #2494 | 2.667 | 2.667 |
Creativity | #3521 | 2.564 | 2.564 |
Ranked from 39 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?
After a hefty roll during a board game, the dice scampers away. With absolutely no chance of success, we (the dice) are just delaying the inevitability of getting caught, while the player of the board game cannot carry on without the dice. Hence, the whole game is just a roll of a dice
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
I managed to get a lot of fun while playing the game!
There's a huge potential in It - Great job!
Saw your game on GMTK discord. Definitely see that you put a lot of care into making the visual/sfx fun and aesthetically pleasing to look and play :) For the audio part, I think this has potential to be a great rhythm game, like timing your jump with the music/beats! But I guess the music is a little bit somber so it didn't achieve that vibe. Overall though, I think the game is solid entry! Definitely enjoyed the game a lot more when it reach the speed of 60+ score :D
Would be awesome if you checkout our game too. We tried to blend music and level design together for a quick game.
Ooh yeah that's gotten my ideas flowing, now I want to make a rhythm game lol. Glad you enjoyed it! Im really bummed that I can't actually play your game because Im on Mac. The game looks like it would be right up my alley D: On your page it implies that there had been a web version, is there a separate link so I can still try it out? If not- then maybe after the jam you could send me the updated link on discord or something Cause I would love to check it out
I love the artstyle of the game, it was really fun to play, good job!
Neat game, liked the darker aesthetic. Coulda done with more thought, game felt kinda low effort (for the player, not the dev lol)
Lovely aesthetic. I may not have the sweetest timing of all, but I still enjoyed playing the game. Good Job!
I'm blown away by the art-style. This looks like a fully fleshed out game. It took me a while to get used to the timings, but really amazing none-the-less.
The art style is very good, congrats. But I think making the enemies so fast and putting a sign to inform the player about the key and the time they should press the corresponding button is really killing the gameplay. I'm just waiting to see the next sign and the pole where I should press the button. So you are actually taking the decision making and the sense of accomplishment from the player and turning the player to a robot that just presses a button when told so. Also, the scroll speed begins to tire the eye after 30 points or something.
In short; great idea and art but the gameplay does not meet the expectation for me.
Ok thanks for the input! Im glad you liked the art style. If it were up to you, how would you change the obstacles to make them more rewarding? and for the scroll speed, the lower frame rate that comes with running it on browser makes it much worse on the eyes I agree, so it is recommended to run it on a downloaded version. Again, thanks for the feedback I appreciate it!
I would personally throw the first 3 enemies that teach each button of the game respectively: A, S and D. Then I would start to throw them randomly. I would remove the signs and poles which inform the player about the key and the time they should press a button, since it is the main killer of the game as I mentioned. And to give the ability back to player to make a decision and react to enemies, I would slow down the enemies speed.
Ok that makes sense, thanks again! at first I didn't have the poles to indicate where to jump, but after a bit of play testing people were having trouble determining where to jump from, so I put them in as an indicator. I do like the idea of having no indicators after a little warmup but the way the game is set up, it isn't really a viable option to remove them and have a slower enemy speed :( Thanks again for the feedback!
I really liked it once it picked up the pace a bit! Also who is throwing their chairs and shoes at the poor dice >:(
Very well done! The art and music are both awesome, and the gameplay is simple but fun and well executed. The only minor critique I have is that I feel like the theme could've been integrated into the gameplay in a stronger way, but I won't hold that against you :) Overall, I think you did a great job with this game!
Very hard to tell how many hearts you have, and pressing multiple jump keys at a time can be pretty janky.
Reminds me of a Duck Life 4 minigame.
Yeah I can definitely see the struggle with the hearts, I shouldve just had the hearts be a solid color to make it easier, although I also tried indicating the health by having slight changes to the music too. The multiple jump thing is because for every a s d input, it triggers the corresponding animation for a jump and I didn't realize that it would save the trigger and use it after the former was done, so couldn't fix it in time :(. And how dare you say it reminds you of a Ducklife 4 mini game?! It was inspired by a Ducklife 2 mini game lol so you were pretty much spot on. Thanks for the feedback!
The art style is really cool and I think the concept was really creative... Nice job!
I liked the art. The fact that the game is about a die rolling away from you if funny and unique. I feel like there could be a bit more to the gameplay, because it is just timing a button press.
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