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Critical Roll's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #223 | 4.267 | 4.267 |
Overall | #294 | 3.867 | 3.867 |
Creativity | #387 | 3.867 | 3.867 |
Enjoyment | #674 | 3.467 | 3.467 |
Ranked from 15 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?
Play as a Hamster Rolling his way through his DnD Campaign!
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
the camera made things a little hard sometimes but other than that this was a solid game, there was a lot of reference to ballance
Love the art style and very strong theming. Its incredibly difficult tho
Wow! Really great idea with awesome execution. I'm glad you all were able to do it as well. I know that the jankiness was part of the intended experience but the camera was a bit frustrating and getting my dice stuck on the geometry a couple of times was no fun, but luckily there was a reset button so no softlocking. still tho, really cute and enjoyable experience. well done!
Art and presentation are a pure 10/10, that dragon is awesome. The gameplay, mostly good. The bounce pads are evil though, they rarely launched me high enough to get to the intended next platform. And why make us roll a 20? T_T
Game of the jam
Man, SpellSpeaker makes some mean challenges!
Loved the aesthetics, the hamster inside the dice was a great touch, as was the carboard aesthetics. I liked how the design mimics the graphics, like when the narrow pass reflects the mountains in the back. I also like how the game encourages you to go slow and steady sometimes.
I absolutely loved the art/aesthetic for this game! Very, very good. However my gripe with the game is that it's very janky, the camera controls are hard to use and the dice movement is kind of frustrating. Sorry for the harsh remarks but I would like to see this art style used effectively.
Glad you loved the art! Our game was actually made to feel janky and hard to control, but it’s too bad that didn’t land well with you.. thanks for your feedback!
Jankiness and being hard to control could be a very well implemented feature (take Getting Over It for example) but your goal should be to make it so that the player can completely master it without having any random movement to it. I haven't tried doing something like that but that's my opinion anyways.