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A jam submission

3d6View game page

turn based cardboard game with dice fighting mechanic
Submitted by SurWeaver, XoMe4oK — 2 hours, 31 minutes before the deadline
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3d6's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#1124.4404.440
Overall#4163.7533.753
Creativity#8293.6003.600
Enjoyment#11613.2203.220

Ranked from 50 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?
Fighting mechanic use 3 dices to decide which dice to use as an action an 2 others as power of that action.

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?

No

We used pre-existing audio

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Comments

Viewing comments 27 to 8 of 27 · Next page · Last page
Submitted(+1)

What an amazing art style, really loved the little stick men and how surprisingly animated they were! Gameplay was fun, although I wasn't entirely sure how the attack values and such were calculated. Are the other 2 dice that you don't pick the strength of the power you do pick? Might have been nice to include a little tooltip in the game. But still, was fun to beat around a stick man. Nicely done :D

Submitted(+1)

It's got a good vibe for sure.
Little confusing to get started.
I think the gameplay is a bit too simple to be engaging for me though.
Well executed with some nice effects though, good work

Submitted(+1)

I love the art, setting and the presentation. You chose a simple concept and polished it very well. This feels like a finished game. Great game jam entry! 

Submitted(+1)

Its really fun and a great idea

Submitted(+1)

Nice boxing game, the presentation and creative is outstanding. Great job <3

Submitted(+1)

Loved the presentation on this! I think it'd be interesting to see other games done in this style. As for the gameplay, I think it was fun and enjoyable but maybe TOO random to have any control over the outcome. Regardless, great job!

Submitted(+1)

great game!! awesome presentation, one of the best so far. 👏
the mechanic is super smart and the game is lovely overall.

as others have pointed out, the combat itself lacks some dept and it is too random.  I would love to (for example) choose what my dice numbers do or buff my characters in some way, anything to make me feel like my decisions matter more.

congrats on this submission!! I am impressed

Submitted(+1)

Great stuff! I REALLY like your game!! The presentation is wonderful and your animations are brilliantly smooth and thematic.

I had trouble at first until I saw the tip you had below the game then was crushing it. If I could give some feedback, I think it would be good to make it impossible to have 3 of a kind. I know that obviously goes against true randomness, but it feels bad when I roll 3 of a kind and can't do the thing that I wanted to .

But this is really wonderful and gives me paper mario vibes in the best way. Great job on the game, and congrats on submitting!

Developer

Thanks for your kind words!

I read it and realized that our action on 6, for example, an attack, won't be maxed out and have 12 damage ever if we defend player from repeating all the dices. But, I realize, in that case I don't have a choice of action at all.

It's a risky decision, I'll think about it. Thanks for your feedback! 

Submitted (1 edit) (+1)

This is a really nice integration of the theme into a fighting game. It was well-stylized and difficult, although some of the difficulty - as a few comments have pointed out - seems a bit too reliant on the dice rolls. Perhaps a weighting of the dice rolls depending on previous rolls would help to maintain the randomness of the game, but prevent the player from losing entirely out of poor luck regardless of their skill.

Developer

Thank you for your response!

I've dealt with turn-based arithmetic games where you solve an example with non-repeatable answers. Such a problem is familiar.

The rolls are random and can be repeated anyway, but I think I can protect the player from too much repetition of the same values.

The action list tied to the values might also be fixable for a neater and/or more careful distribution. It might be a good idea to make a system of forbidding certain actions for certain positions.

What caused you most frustration? The throws themselves, the complete change in the order of actions, or the instability of the number of different actions on the list? Or maybe you can tell for yourself?

Submitted(+1)

Absolutely love how it looks and had a blast playing it! It would've been nice to be able to see what the enemy rolled (though I guess not necessary since you can just see them shield or punch you). Overall a cool game - especially love the style and animations - your team has done a great job!

Submitted(+1)

The aesthetic was amazing and I really loves the vibes of the game! I think that the combat itself felt a little bit too random for my taste and I didn't really feel like I had as much of an impact on if I won or lost than the dice did. I think I agree with ThatANonoWord in that some type of indicator could make the game feel more strategic. 

I would love to be able to play this in some multiplayer way as well!

Good job!

Developer

Thanks for the awesome words!

I understand how you feel. The enemy's behavior is, in my opinion, the least thoughtful part. The AI is my weakness, and I tried to play around with it to make a fairly primitive enemy, but able to make some minimal decisions.

Dice control needs to be worked out too, definitely.

Now that's a challenge for me with multiplayer :D I never did such things but we'll think about it!

Thanks for your feedback!

Submitted(+2)

The presentation is absolutely amazing. The aesthetic of cardboard characters on sticks is kept all throughout the game, and makes it look absolutely phenomenal. The gameplay itself is a bit simplistic. If you could know your opponent's next move, I think it would be more fun even if your opponent was tougher. Overall solid game!

Developer

Thanks for your words and the advice! That's an interesting thought!

Submitted(+1)

Cool gameplay mechanic and very cute presentation. Would work well as a fighting mechanic in some adventure game.

Submitted(+2)

Well-built and really fun. 

love it. Great job!

Submitted(+2)

This is great! It took me a bit to understand the core mechanic (particularly, the other dice getting added to the chosen die's move) but once I got it, the game really drew me in. Cute art too :)

Submitted(+2)

Lovely looking  and good sounding, nice!

It's simple but effective, having the attack on the higher numbers is harder to defeat the opponent, but you can heal more, and vice versa, it balances fairly nicely.

I found myself almost never using the block, it doesn't protect much more than healing instead since it only lasts one turn. I used it mostly to skip my turn waiting for a low HP opponent to stop blocking or to get high enough values to defeat them anyway.

Was fun how sometimes I could spend 20+ turns blocking/healing and the opponent only blocking, going for either a pacifist fight, or a movie fight (you know, those where the characters stop fighting to talk for a few minutes)

The actions rebinding with each combat always took me a bit of time to get used to, maybe something that could help would be to have the effect appear next to the hovered dice, something like that ?


(Could not take a screenshot with the in game cursor so I added a random cursor on top, but you get the point) The only other point I wanted to mention was that seeing the effect an action had isn't always easy, as the dices often fly over the bars and hide what happened, or simply because of it being instant and you were looking somewhere else. It's nothing major but sometimes makes it a bit harder to read.

The only thing missing is some sort of progression, or maybe some events or combat modifiers or something to break the repetition.

Really cool game, had fun defeating mean looking blue gloved dudes .

Developer

I get the point!

I should've change dice effect height. I saw that intersection of bars and dices sometimes but didn't fix it, I don't know why <_<

I glad you have noticed that balance of action "price"! 

I made 30/70 percentage of defending/attacking at normal hp, and the reversed version at critical hp. Now I see that mean looking blue gloved dude is more annoying at that state. 

I decided to work more on AI after that game :D

Thanks for showing it, I'll improve that feedback to player! 

Submitted(+2)

The art is amazing, the games is really fun and hard!! 

Submitted(+1)

I lost way too much time playing this :D What a great experience!

Awesome music, awesome art and especially awesome idea. Get the win guys!

Submitted(+2)

The presentation is really cool. The character are super well done and expressive. And the card box animation plus how the scenery change is definitively an A+. Really great job.

It took me a while to understand that the action you choose was affected by the dice you didn't choose (despite reading the description) simply because I thought it was about the dice on the side (for some reason). I also didn't understood why some dice are red.

But after a bit I got really into it and the battles are very engaging. Very nice flow and strategy.

I had an issue with my defence though. It seems when I was refilling my defence (the blue bar) it went down to zero for the next turn. Not sure why but it feels like a bug.

Developer

Thanks! 

I see that problem about defence. I just remembered "Slay the Spire" and other card games where we gain armor for one turn until we make our move again. Same for the enemy. 

I really had a thought that defence for now is just a debuffed healing. 

I think about game classes and I think I will definitely change defence action behavior. Thanks for pointing this out! 

(+2)

Really cool idea well executed! 

The game looks really pretty and is really fluid. I didn't find out about the non-used dice affecting the performance of the action until after reading another comment on here, it totally changes and improves the game! I do wish the music would change inbetween matches as it seems a bit strange that is changes only after you start a new game and not after you start a new match. The only thing I didn't like about the presentation apart from the unclarity of the combining dice is the death tone, it just sounds horrible and makes me want to cry, pls chang thx.
I like the gameplay loop and the combining dice are a great idea. I didnt love that the build changed completely every match, but it should change a little bit to prevent the game from becoming stale/you being stuck with a great/horrible action build, it might be a good idea to change just 1 dice action (or swap 2) every match to spice things up.

Not much else to say really, a really nicely done, nicely polished game! Thanks and good luck!

Developer (1 edit)

Death sound is the only sound we made by ourselves :DDD We'll add something better (and leave previous under some small probability, jk)!

For now, dice panel has 2 attacks, 1 defence, 1 heal as default pool for actions and then adds 2 random actions. Earlier, it was just 1 for each action and 3 random actions. I wanted to make fair livable range of actions.

Thanks for your feedback, I'll tweak that panel randomness, it was really useful to know!

P. S. I have "P.P.S." in the description of the game, I told about not updating music. I'm glad you heard at least some of them! 

(1 edit) (+1)

Oh Im sorry about the death sound haha. Perhaps just toning down the volume and pitch a little bit wouldve been fine.

If youd like to keep the ratio o f actions, it might be a good idea to just swap two random actions and their dice rolls (so [AADHAD] → [ADAHAD] where we just swapped 2 and 3). This could keep the sense of a single unified "run" while also spicing it up a little bit

edit: oh haha, this is like the only game where I didnt read the description because I thought the game spoke for itself, sorry!

Developer(+1)

I will count this as a compliment :D

Swap action is a cool idea! I'll write that down :0 Perhaps, there could be bonuses or penalties to decrease or increase that swap count between fights <_<

Viewing comments 27 to 8 of 27 · Next page · Last page