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Dungeon Die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1677 | 3.250 | 3.250 |
Overall | #3274 | 2.569 | 2.569 |
Presentation | #3838 | 2.333 | 2.333 |
Enjoyment | #3947 | 2.125 | 2.125 |
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?
The main gameplay is about controlling the rolls of 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
I think adding a "strategy" function would be a good idea, the function would bias the goblin movements towards faster, slower, weaker, stronger, type of, enemies.
I wonder if someone could explain to me how the game actually works? Seems like an interesting idea, but I can't really figure out what affects what and how I should manipulate the dice, and I would like to give the game another chance before rating it. A little tutorial would definitely be helpful.
Appreciate that you took the time to write this comment. Yeah if there's one thing I learned from this jam it's the importance of a tutorial.
The adventurers are trying to get into your dungeon to the gold idol at the center of the screen. You goal is to stop them for as long as you can. On the "Dungeon Turn", every adventurer and goblin will roll their own 4 sided die, and move that many squares. If any adventurer or goblin ends the Dungeon Turn on the same tile, then both are killed. Goblins will respawn.
On the "Player Turn", you can edit each adventurer or goblin's personal die. You can erase faces from their die for the cost of one "eraser". Then when they roll for movement they can no longer roll that number. You can also restore faces freely to get back the eraser.
So the goal is to manipulate everybody's rolls so that they end up on the same tile. There is a logic to how they move, though unfortunately it's not displayed in game. Everybody will always continue in the same direction they were moving, they'll never turn around. When they hit an intersection, adventurers will move towards the center, whereas goblins will make a random choice.
Thanks for the explanation! I have a much better handle on the game now. It's definitely a good idea, and the game really is a lot of fun after you know how to play it. It would be good to make the movement rules more explicit in-game, as you say. Some indicators of which way the characters are facing might be helpful, or maybe highlights on tiles that they may move to. Pretty good as it is though, thanks for the entry!
Solid entry, great use of theme. Thanks for hanging out on stream and sharing your game!
Once you figure everything out it's pretty neat! I enjoyed being able to edit everyone's dice rolls and affect the entire game.
I like the premise, it was sorta hard to understand and i think some short tutorial would help a lot :)
Once you know what to do it is a very fun game.
A little bit hard to understand what you must to do and how its work. Missing some tutorial on start. Good idea for game.
I had a hard time understanding what to do and then my mind went "woah", that's actually a simple yet deep idea at the same time, good job !
Really cool concept, and I would love to see this expanded upon!
I'm a bit confused, sadly :<. But I can definitely see how you would improve the game as it has such a unique, almost idle-like mechanics. Maybe a better tutorial or some kind of telegraphed moving pattern? Overall decent work!
Cool idea! It was hard to understand the patterns of the goblins at first, but I like the concept of having indirect control over the characters movement!
I always enjoy experiences with minions with minds of their own; I went from cheering on my favourite minions to despairing at the one (who I have named Stanley) who kept wandering about on his own!
I was worried it was going to be too easy at first, as one adventurer is very easy to dispatch, but once they started coming in twos and threes, I felt the pressure immediately.
Ultimately undone by an adventurer graced by the gods; despite giving my minions ample opportunity to dispatch him, they practically welcomed them in. Some means to deal with bad luck (like a long cooldown attack from me, the lurking dungeon boss-man) would help alleviate these scenarios.