Maybe adding a visual tutorial would benefit the game a lot. Not that the game is complicated but knowing that your abilities are randomized and you having to roll a certain number to use your Skill could be put into a simple tutorial. The art is fine like it is now. Same goes for the animations and sounds.
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Dice Descent's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2470 | 2.938 | 2.938 |
Overall | #3163 | 2.609 | 2.609 |
Enjoyment | #3265 | 2.375 | 2.375 |
Creativity | #3635 | 2.516 | 2.516 |
Ranked from 64 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?
All of the main mehcanics for the game are centered around the results of a dice roll. This includes the combat, enemy generation and structure of each floor.
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
It's a nice game, but there's not a lot to do '^'
You can win by just spamming Attack, then Heal to full health, then spam Attack etc.
The skills don't happen often enough to be viable, unfortunately.
Maybe if the healing items were limited, that would encourage player to try out their luck on the skills?
On the bright side: the game is very easy to understand, even without the tutorial.
Overall, a good idea, lacks a bit in content and execution, but still, good job! =)
I may have gotten bad enemy rolls but I couldn't manage to beat the enemies, and I was never lucky enough to roll to succeed on a skill, a little tricky to beat
Nice game! Kind of confusing though, like now all you can do is spam a random button and hope something happens... But its still pretty fun! NJ
Good job
Probably need more explanation of how exactly dice roll affect everything. Now it seems like you press buttons and random things happen
Sprite work is great! Music also vibes with the cartoon-ish feel of the game.
I think the core combat loop could be improved by making the "Fight"/"Skill"/"Item" abilities auto-pick on the same loop as the enemy. Then the player wouldn't need to spam the mouse for their desired outcome.
I would also love something else for the player to do, or ways to mix up which dice the "Spell" proc'd on. I saw it does 15 damage on a 1/6 hit, so that goes to an average slightly worse than raw-rolling the D6 (average 2.5 vs 3.5).
The core game was enjoyable, good work!
Sprites were nice, and i appreciate the effort to use randomness to create variety by having different classes and enemies, but the combat mechanics weren't particularly engaging.
Because the health pools are so large, the impact of any individual roll is very small, which takes away from the excitement that randomization can give. At the same time, there wasn't any way to control or plan around your rolls either, so there wasn't much strategy.
Lots of enemy variety which is cool, but could use better battle mechanics.
Art and idea are good but the gameplay itself is quite tedious, and just simplifies to spam clicking all 3 buttons until the enemy dies. Does fit the theme well though!
Player and enemy sprites are good, gameplay is way too luck based
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