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Dice Hero's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2210 | 2.781 | 2.781 |
Overall | #2567 | 2.833 | 2.833 |
Creativity | #2630 | 2.906 | 2.906 |
Presentation | #2751 | 2.813 | 2.813 |
Ranked from 32 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 Duration for which Dice Hero can use his powers is determined by a Roll of the Dice.
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
Nice work! The levels were challenging but not too challenging, good music and cute character design.
Incredible that you created 4 levels for each ability in the jam's short time period - they were all fun to play.
Here's a few things I would love to see in the future if you decide to continue development as I think they could make the game even more enjoyable: checkpoints and giving allowing the player to jump a few frames after leaving the platform.
Hi! Thanks for playing that game.
I appreciate the suggestions. Do play on adding the jump buffer. As for the check points, no plan yet. Maybe down the line but not sure. :D
cool idea ! my favorite level is the gravity one, for the first level, the fact that we can spam the roll without cooldown remove the interest of the dice, but it's still nice to have done 4 different levels :D cool job !
Hi, Thanks for playing the game :D
cool idea ! my favorite level is the gravity one, for the first level, the fact that we can spam the roll without cooldown remove the interest of the dice, but it's still nice to have done 4 different levels :D cool job !
Great character, interesting level design! Thanks!
Hi. Thanks for playing the game. :D
Really reminded me of the old flash game, SHIFT which was one of my favorites! I did like that each level was sort of a different theme to the powers so each one, felt like a different style of old school platformer for each! The only issue I have was already mentioned in the comments and that was the sliding on the edges of blocks, which I don't think would be a big issue if it wasn't for how fast the character could move making it hard to correct yourself. Good job though on the game! -Kaylee
Hey, Thanks for playing the Game. I am glad you enjoyed it
I thought each room was cool and had a unique take. The only thing I must say is that the enhanced movement room felt a little too punishing with the character's friction / sliding off edges after landing on the smaller platforms. Overall though, quite liked the concept! :D
Hi, Thanks for playing our game :D.
Yes, the platforming mechanism in Enhanced Movement Room broke a little in the last minute bug fixing. But it has been fixed and is now much more forgiving than before. It will be updated once the Voting is over. :D
I think the gravity level was the best of the bunch, really well thought out. The enhanced movement was cool, but the platforming was made a bit difficult by how quickly you would move and how hard it was to land on those tiny platforms sometimes. For the black hole and invisible floor levels, I think the idea was cool but there was nothing stopping you from just waiting for the cool down timer to end before continuing, so it just ended up being a platformer where you have to pause every few seconds. I think a level like that needs some kind of hazard or bad guys to chase you so you can't get too comfy and have to look ahead and attempt to navigate without information for awhile. The little tutorial rooms were also a nice touch and I liked the music a lot.
Thanks for playing the game :D
I am glad you enjoyed the Gravity Switch Level. Yes, I was aiming for a difficult platforming for Enhanced Movement but I think the controls part of it was not too well executed. Thanks a lot for giving the point on Black Hole and Invisible Floors levels. I also thought that more things could have been added to them to really bring out and use the particular power more in order to reach the end. Thanks for your kind words on Tutorial Rooms and Music. :D
The game is hard, the character slips off the edges of the platforms, I think it's the character mask. I liked that each mechanic has its own mini tutorial level. The character is funny and the music is very driving. Well done!
Hey. Thank you for playing the game.
Yes, the character does slip off from the edges. Its a mistake on our part, and we promise to keep these things in mind for future.
I am glad you liked the Game Idea, Character Design and the Music π
The ideas for changing abilities are good, but their execution needs more work. It would be cool if the player could choose which ability to use depending on the situation instead of making seperate level for each ability.
Hi, thanks for playing the game βΊοΈ
I am glad you liked the idea, and I agree with your point of the execution needing more work.
I thought of keeping it so that player could use the abilities whenever they want, but then it would have a lot more complexity to the game. I wanted to go for a simple to understand kind of mechanic.
The controls for the enhanced abilities section was hard to control. I think the timer slowed down the game. The music was really good though.
Hey. Thanks for playing the game βΊοΈ
Yes, the controls got a bit out of the hand in that level. One of the purpose of the Timer was to slow down the game a bit, so that people don't rush through the levels π .
I am glad you enjoyed the music π
Ok so, a couple issues with this:
First, the timer doesn't really change anything. It's mostly a waiting game.
The controls feel slightly off, mainly because there is no... idk how this is called. You'll probably know this from other platformers, they let you jump even if you are slightly off the platform. Also, the player hitbox being a capsule makes the player easily slide off edges, which makes tight platforms annoying.
Third and last point, some powers are mostly unnecessary. The improved movement literally has to be used the whole time to beat the level and the invisible platforms can be guessed from the level layout.
Now, I know this sounded bad, but there were some enjoyable parts! I really liked the gravity switch and "blackout" levels. The concept is really good and especially the gravity switch works a charm with the timer. A speedrun-like gameplay approach would really make those shine, not focusing on beating the level but rather on mastering it.
All in all, there is room for improvement, but one half of the game turned out to be pretty fun! Nicely done for 48h, considering how many different levels you made and that you worked on the music too.
Thanks for playing the Game and for such a detailed feedback.
So the timer actually is the super power of the character. What I wanted to go for was, hey you can get some amazing powers, but at a cost.
I think you mean "Coyote Time". I'll be honest, adding this feature really didn't cross my mind until after the Jam when people started mentioning about a bit frustrating controls XD.
I agree with your point of some levels being easier, predictable. I do need to keep in mind to have more time for level design so that I can put out some better level designs.
I am glad you enjoyed the Gravity Switch and Black Hole levels. Yes I do agree that things could be improved upon. For this Jam I particularly just wanted to implement the idea of having super powers for a limited amount of time, which is decided by a Dice Roll. So I think I missed out on the actual platformer functionality.
Once again Thanks for playing the game, and for such a detailed review. π
Honestly I have to say I didn't like it much, the game has almost all the correct features, like repeat button, and level select (awesome job). But the gameplay is very lacking sadly.
The capsule colliding shape is almost always a bad choice for a platformer, but You can and should compensate in level design. And enhanced movement level was painful in this regard, I was slipping constantly on those one block platforms - they NEED to be longer for capsules. If its difficult to even stand on a platform, and You have to jump like 5 of them, then its not okay, its the reason most people hate platformers. I like them, but this was not pleasant.
Gravity switch was best for me. The black hole was okay, and invisible floors had very simple level, I dashed through it without enabling the power, and died only at the end:P You could try to do more chaotic platforms, or let the player collect something with this power.
Don't know if cooldowns are necessary, but the enhanced movement level was played by me just by pressing constantly enter to activate it. I think it would be better to make shorter levels, puzzle like, where You can collect the dices and throw them in only limited amount. Limited dices with random time would be a bit frustrating, but maybe it could be balanced out. Maybe - dices should just respawn ( so work like cooldown), but collecting more dices would mean You are able to reach some bonus goodies for points.
Sorry for being maybe a bit salty, but wanted to play a good platformer and had to point out problems ;) Music and looks was nice, main character looks especially cool.
EDIT: and wow, music and graphics was made by You, very nice!
hello! The composer here! I didnt program the game but I'll try my best to respond to everything. First of thank you for your honest feed back as its the only way we could improve, next is that i agree with alot of what you said. The controls could to with alot more tweaking there not really fit for a tight platformer. The character slides of the platforms a fair bit cause we where using a capsule colider 2d wich you mentioned! Due to this is dose mess with the dificulty curve alot. Unfortunately most of us on the team are new to working in jams so it was a new experience for us! As always thanks for you feedback! The only way we can learn is from our mistakes :>
Hey. Thanks a lot for playing the game. I really appreciate the detailed feedback. I do agree with the points you have mentioned regarding the controls and the collider. I recently learnt a few new things and wanted to try them out in this Jam. But unfortunately, wasn't able to tweak them properly. No excuses here.
The Invisible Floors level was a rushed design so wasn't able to add puzzles in it. With the Black Hole level and the Invisible Floors level, I wanted to go with something like what if you are cruising through a platformer and suddenly someone turns off the lights or takes away what you are supposed to jump on. If you know what I mean.
And a lot of people seem to like the Gravity Switch Level. So that's a good point to remember for the future Jams.
I don't think I would have added any other kind of Dice Mechanism that from what I already have, but thanks for your ideas.
Again, thanks a lot for playing the game and for such a detailed feedback. I will take all these feedbacks and make sure I don't repeat the same mistakes again in future. π
Oh yeah, for invisible floors that would be nice. I think people like Gravity Switch is because its turns the whole level on its head which opens new possibilities, whereas the rest are just an obstacle that You have to constantly push away by mashing enter.
Np, sorry if it was a bit harsh, because I see two of You responded;) Its a jam in the end, our game is broken in many ways too. I just play platformers a lot, coded few too and see immediately what is wrong, wanted to share
No No. We really appreciate a Critical Feedback. We aren't someone who will feel down by critical feedbacks. In fact we learn from them. I have already fixed the platforming issues in Enhanced Movement Levels. It will be uploaded once the Jam Voting is finished.
The two of us responding was unintentional. Honestly. I think he responded because I hadn't replied to your review earlier. That was because by the time I got it, it was really late for me. And with your review being so detailed, I needed a fresh and clear mind to go through it, rather than my sleep deprived head. So don't take two of us responding as a sign that you were rude or harsh.
I personally appreciate the critical reviews because it gives me insight on how others actually perceive the game. And I am not someone to sugar coat things myself. So please don't feel that you were harsh or anything :D. Its all good.
I understand how you must have felt when this platformer didn't turn out the way you thought it would. I myself have stopped playing games because I sometimes was too disappointed by decision of the Devs. So I get where you are coming from. And I really really do appreciate what you shared about how you felt about the game :D
So Thanks a lot once again :D :D
I had a bit of trouble with the platforming on edges, especially in the gravity one. Also I think the cooldown mechanic should have been introduced in all the levels. It would have been great to have something visual or auditory to indicate the cooldown or how much time is left for the power up. Overall great game! Good job!
Thanks for playing the game. I didn't add cooldown mechanic in other levels as I thought it might be necessary to spam Gravity Switch. I do agree with the point of adding an indicator for the timer.
The mechanics although not original, are quite fun. The music is good and the art looks nice. The platforming really needs more polishing though, maybe making the character slower and adding variable jump height could help. The controls are difficult and unintuitive, specially the dice roll button, you have to stop moving to use it, changing it to Z to jump and X to roll could improve them.
Yes, I agree for platforming needing more Polish. I tried using the new input system but I wasn't able to fine tune it.
As for controls, this is definitely a new direction in review so thanks for that. :D
I liked the powers, especially the gravity one. Had some problem with the controls though, sometimes the jump wouldn't input, also the hero slipped out of some short platforms in the super jump segment. He was near the edge and even without moving he would simply slip and fall, made some jumps frustrating, but the level design was nice.
One thing I would have enjoyed was to have some other visual/audio cue regarding power about to run out, this way movement could be more dynamic instead of stopping to look at the timer!
I am glad you liked the Gravity level.
I am not sure why the controls problem happened but I think adding a Jump buffer and Coyote Time would fix it.
The player slipping off is a collider issue, so really sorry about that, The collider change was a last minute thing.
Yes adding the UI to reflect how much time is left on the power is something that I would like to add.
Thanks for playing the game and taking your time to review it :
Gravity switch level is very well designed and fun. The control is kind of slippery. There are many difficult jump, maybe adding coyote time so player don't get frustrated. Also love the main character design.
Thanks :D
Yes, I have learned that this time the controls have been slippery. Will keep them in mind in future :D
Thanks for playing the game. I am glad you liked the character design.
A bit frustrating but cool mechanics !
Hehehe.
I am glad you liked the mechanics :
Platformers are always a challenge :)
I liked that each level was designed around a different power. I wish that I could quit a level and get back to the main menu without reloading!
I am glad you liked the concept of different power for each level.
I wanted to implement the pause menu where you could quit the level and go back to main menu, but unfortunately, was a bit short on time.
Having said that, adding that is certainly in my To Do list.
Thanks for the feedback :D
This was fun to play! Only thing tho, if you don't want the feeling of frustration I say make the collider rectangle XD
Other than that I really liked the idea and where you took that!
Thanks :D
Yes, I will keep that in mind for future :D