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A jam submission

Roll for your SoulView game page

Throw dice at enemies for your soul! -- Made for Game Maker's Toolkit Game Jam 2022
Submitted by znart — 2 hours, 22 minutes before the deadline
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Roll for your Soul's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#32652.3752.375
Presentation#35542.4582.458
Overall#37292.3892.389
Creativity#40112.3332.333

Ranked from 24 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?
Roll of the Dice

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

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

Submitted(+1)

Quite a neat little experience! Well done!

It was a bit confusing at first as it was unclear if me throwing dice at the castles would do anything. So maybe some tiny HP bars above the enemies/structures would be quite helpful. 

Didn't see any severe bugs, and the only one that is worth mentioning is that sound seems to stop when you restart the game from the pause menu, and only comes back if you pause and resume the game. 

I would definitely add maybe a dice type gun swap, where a d4 shoots 3 smaller d4, d6 is the standard one you already have and maybe a d12 could be a splash type grenade. Cycling through with Right click could work as I don't believe that button is assigned to anything and it could add to the charm.  

Also it seems the enemies take a bit to spawn in and it's quite easy to just destroy most of their barracks before they spawn. 

It's quite a nice game! 

Developer

Thanks for the feedback, and playing our game!

The sound bug was not one we encountered, but it's something we'll focus on.

And thanks for the idea about the guns. That's not something we had considered, but something we can experiment and playtest with, to see how it feels.

Submitted(+1)

I like how that enentough there are alot of enemies, it is not overwhelming. Great job

Developer(+1)

Thank you! What could we have done better? What didn't make much sense or was confusing?

Submitted(+1)

If there is something I would change its make the AI smarter but keep it at the same amount of AI's that attack at a sigle time, but nothing was confusing great job!

Submitted(+1)

First time playing it, a lot of enemies were running around, but they seemed to not really be interested in me, or at least, didn't want to get close. They bundled up a little ways away from me or crowded at the bottom. Sometimes I'd sidestep one that got close as the crowd was on the other side of me and I just let him pass so he could join it. I might have been shot at five times. I replayed it to see if that was a fluke, but the second time, no enemies spawned at all.

Developer

The enemies were trying to social distance! We actually found a bug where they don't want to get too close, but still chase you. I think it's a > when it should be a < in the code somewhere.

We also didn't want to have all the enemies shooting all the time, and keep it a bit easier. When we first started going it, we couldn't even kill anything, even when rolling the attack dice fast, because they'd just zerg and shoot you so quickly. So some polish and balancing is needed for sure!

Submitted(+1)

It`s cool top-down shooter!

Developer

Thank you for playing!

What could we have been done better, with more time?

Submitted(+1)

Fun game! I like the story element and the art looks really nice!

Developer

Thank you for playing it!

How could we have improved it? Any weirdness or jank or anything?

Submitted(+1)

I think I noticed that sometimes the guy seems to pull out a shield of some kind and I'm not totally sure why, but I didn't have any huge issues with collision or anything!

Developer

That is the most amount of hit feedback we could provide with the limited time. So your character could be running over some spikes, or getting hit by an enemy, or sometimes run into your own bullet due to a bug.

Submitted(+1)

Ahh, gotcha understood!

Submitted(+1)

It's not bad, just not very 'finished' Lots of bugs with the basics like shooting and enemy AI, and nothing really feels satisfying or juicy. Random red boxes seem to appear occasionally - I'm guessing these are supposed to be health bars?

The basic movement feels smooth, but the shooting dice doesn't feel at all good. Sometimes the shot just doesn't go, sometimes it goes a little way then vanishes, and if it does actually hit something it doesn't seem to have much effect. I know the second shot removes it from the arena, but it just vanishes.

Clearly there's a lot of compromise due to the time constraints of a jam. You've done well just to get something out at all!

Developer

Thank you for the feedback comment!

Fixing the red boxes to be actual enemy health, aka Diablo 2, got cut due to time. As you see, it just pops up but doesn't move or do anything, or even say anything. It's regrettable, but with time it wasn't worth spending the time to get it really working. 

The shooting is definitely something that has plagued us. There are definite times that the shots shoot the player character, even when standing still. It's definitely something we will add some polish with to make it a better shooter.

Player hit feedback followed by enemy hit feedback are the next two things on the backlog, and the former definitely includes fixing some of the dice rolling attacks. We'll get it polished eventually.

Thanks again!

Submitted

Pressure is always high in a games jam, I totally understand having to pick and chose which features you spend your limited time on!

Look into collision layers to solve the projectiles hitting the player problem. You can allocate projectiles to one layer, enemies to another and the player to yet another. Then you can set up a matrix saying what should collide with what. At least that's one way you can solve it if you're using Unity.

Submitted(+1)

Hey a pretty decent game. The story thing is nice :D I couldnt go into other rooms even after clearing everything, only able to grab the ending. Theres a lot of empty space, and for me the enemy AI was buggy. (When I went into menu and back, no enemies were spawning). But overall, nice concept and a decent game.

Developer(+1)

Thanks for the review! Unfortunately, all the other rooms got cut due to the time constraint. We really wanted to make sure there was enough room for the player to move around with the amount of enemies that spawn, but we also wanted to add more environmental challenges so we wanted to have room for all that.

We didn't notice anything with the enemies not spawning with the pause menu, so it'll get another look. 

Thanks for all the feedback! We hope you at least found it acceptable.

Submitted(+1)

The story or lore behinde the game is quite cool, but you coud have filled lots of empty space on the map with some decoration

Developer

Thanks for playing and leaving feedback. With the amount of delay between spawning enemies, we started to get swarmed so we wanted to make sure there was enough room for the player to avoid all the enemies.

And the plan is to definitely add more! More tuning is definitely needed! 

We hope you enjoyed the game!

Submitted(+1)

Quite a cool game! I really enjoyed how clean most of the sprite work is, and I did get a chuckle out of Space Satan, if that was intended. Ony suggestion I could give is that there is a lot negative space that I feel could have been used up. It feels unatural to have that much empty space so I feel like more clutter could have been added or the room could have been smaller. But otherwise a fantastic game!

Developer

Thank you for the feedback!

We wanted to leave a lot of room because the areas can get just swarmed with enemies, making it harder for the player to maneuver with the rate of fire we are using. We wanted to focus more on avoidance than actual rolling the dice at all the things. So it's certainly a balancing act. We want the focus to be more on the environment, which should have been more dice oriented, than just a twin stick Gauntlet-like shooter.

Developer

We made it functionally complete, but don't have as much content as we wanted.

What we wanted to do was have the player battle Space Satan for your soul, on various sided dice. Each time the player entered a new room, it would roll for the challenges in that room. At the end of the number of rooms as there are on a dice, like a D6, the player would get a piece of their soul, and the number of sides on the dice would increase. We wanted the starting dungeon to be a D4, very easy, and go all the way up to D20 adding in various challenges along the way. But the few traps we have work. And after all the spawning castles are defeated, this short game can be completed.

(+1)

Love the concept!

Developer

Thank you!

How could we have improved it?

(+1)

Although I know it all came down to time so this isn't criticising what you did in the time, I was a  bit confused about what was going on, and whether I was able to kill the bases. Also i don't know if it was intentional but the number of enemeies was immediately more than I could handle with my slow gun

Developer(+1)

No, it's cool. A good game should be easy to figure out quickly, and being tossed into a tiny arena while being swarmed can be tricky for sure! That's something we'll improve next time, making sure that the goal is communicated more clearly. Thanks for the feedback!