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Cyber D10tion's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #825 | 3.389 | 3.389 |
Overall | #863 | 3.500 | 3.500 |
Creativity | #950 | 3.556 | 3.556 |
Presentation | #1158 | 3.556 | 3.556 |
Ranked from 18 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 attack by rolling dice, and the level changes based on dice rolls
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
Extremely cool idea with the randomized level objective and stuff!
Sometimes you can't pick certain dice for some reason though. Also, the different damage values on the dice are a great idea, but you can just pick the one with the highest numbers without much strategy. Also UI is a bit wonky sometimes.
I loved how your game really embrace the theme in all his game design. Everything is random, (heck, even the objectives!) but every run feels like a normal game! Really makes me think about the relationship between the player and the rules of a game (if everything was random, when would we notice?).
Thank you for this, solid entry in the game jam!
Thank you very much
Interesting take on the game
We didn't quiet get that philosophical during development,
but we had some of those aspects in mind
Was very enjoyable to play! Sometimes at the start all the enemies would fire and inst-kill you, but the randomized levels were very fun. I would love to see this game be worked on some more!
Thank you very much
yeah, some of the spawning mechanics need a bit of tweaking. We also had a few ideas which didn't make it into the game due to lack of time. We might add some of those after the jam ends.
I really liked this submission! Ran into a minor crash when there was a lot going on on screen, but the movement felt great and I think the combat system is really clever. One minor thing is that the music, awesome though it was, was really loud, so that might be something to look into. Overall, lovely entry!!
I'm very sorry to hear that.
We did test the game, but we were limited by time and also didn't do a lot of testing on the WebGL export, so crashes are possible.
Thank you for the kind words :)
called the music awesome…jam goal archieved 😅
I know the feeling!! As the resident sound-person, it's the best. I'd love to hear your thoughts on our soundtrack! :)
Really good! I loved the way the levels are modified and how you choose your hit dice beforehand.
One minor thing: I'm not sure if the dice mechanic couldn't have been slightly better integrated. It might look too clunky/be too easy in some way but I feel like having the current and next number on the 'loaded' dice be visible so you can choose which enemy to hit next would be a good idea, since then you're really relying on the dice mechanic for tactics as well as damage (though this might only really provide a benefit if enemy health were displayed)... Just a thought :)
Edit: I've just seen your plans re: the fleshed out dice mechanics on another post - really great ideas :)
Thank you for the feedback!
That's a good idea, it would have given more agency to the player. We did plan to add an indicator of the damage amount, but at the point in time when the dice acutally hit the enemies (in-universe, the attacks are the dicerolls, so you're not supposed to know the result before throwing them).
I like the randomly generated objectives // effects! I think the "you roll your dice" needs a bit more polish, because as-is I didn't have any reason to use any dice except my best one?
Good job!
Thank you very much!
We had lots of ideas for the balancing of the attacks, most of them had to be scrapped. Ideally you would have in your inventory a die with many sides that can possibly do high damage, but with low probability, and a die with few sides that does medium damage all the time. The dice reloading speed is also supposed to balance things.
Thats a very unique idea! But needs polish. This game has a lot of potential, I think you should continue working on it after the jam ends
Thanks,
yeah more polish would have been great. But we ran out of time before getting to that point
Grea job!