cool game the fact that the player was so slippery made her fun to control
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Dichemy's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #2206 | 3.067 | 3.067 |
Enjoyment | #2236 | 2.767 | 2.767 |
Overall | #2294 | 2.933 | 2.933 |
Presentation | #2399 | 2.967 | 2.967 |
Ranked from 30 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?
There is a magical dice that you roll to change your character's ability!
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
Way better than I was expecting! Music and visuals are really cozy!
The jumps felt a bit too precise at times, considering how slippery the player character was.
Good work and congratulations on finishing the jam!
Love the gameplay, it was nice and simple. the concept was super original and fit the theme really well !! Great work Overall !! :D
There's ideas here that I like, and this seems like the beginning of a really fun game. I didn't enjoy the choice to require the player to need certain abilities that can only be obtained by re-rolling for them, and I think that that could be resolved by at least having multiple "solutions" to each area. Still though, neat game, and felt pretty original!
Thanks for playing, and also for the comment!
Yeah, there are a bunch of tutorial levels (and I guess that's most of them in this jam version), that effectively were intended to show how each of the abilities work. But forcing you to roll until you get a particular ability runs sort of counter to what the randomness encourages, which is trying to work with what you get. That and it can be kind of annoying when you need to roll over and over again :) I agree that refining the rerolling mechanics and/or ability/level designs to be more open-ended would help.
I like the art, music and sounds. The slidy gameplay is weird but it's ok. The only thing I'd say is really unpleasant about this is the bump you get when hitting an enemy with the sword. I'd expect them to be bumped away, not myself haha!
I think having a random ability is a cool idea but in the way your platform-puzzles are made, I often had to reroll again and again until I get the right one just to move on. Bit frustrating!
I liked it overall ^^
that's a good point. at the very least the player knockback when you hit something feels like it could be like, half as strong, if not removed.
perhaps the more tutorial-y levels that try to gate you on a specific ability would benefit from having a way to just get the ability you need. granted, that's pretty much all of the levels except the last one, sort of :P
thanks for playing, glad you liked it!
Quite an interesting idea! 2D platformers are a classic, so the controls are intuitive. The dice abilities are interesting and are a concept that I think could be amazing when fleshed out. As you mentioned in other comments, a way to change them besides just hitting reroll might add more depth. Maybe there's things on the map that reroll? I'm not sure, but I think this is quite a cool concept! And I enjoy the style of it all.
I'm going to start off with something it seems some disagree with. I actually think the slidy feel adds to the game. It takes a second to get used too but I think its not a bad fit. The levels are challenging which is something I personally like. I tend to make my games on the tougher side as I enjoy a challenge.
The best feedback I can give would be from a design perspective. The concept of rolling a D4 for powers is an interesting one. However the levels are designed in such a way that it often feels you need a utility power but makes it difficult to move from utility to combat. I think separate dice for utility and combat would help the players feel less like they are just sitting rolling for the right element. It also would let the players flow through the combat and movement. A smooth flow with the type of movement you went with would be an awesome feel, Think more Sonic than Mario.
thanks for playing!
that's an interesting thought on the movement. I must admit that making it slidy wasn't necessarily intentional - once I got to a player movement state machine that wasn't broken, and seemed like I could make functional levels around, I mostly moved on :). that said, it's probably worth revisiting to see how it feels.
I briefly thought about how to incorporate a second die, but didn't get to it - that's a really good idea re: combat and utility separation!
I liked the idea, but as I can see some other commenters saying, the controls weren't very good.
Too slidy for my liking, but I understand that that’s more of a personal preference for each, while the idea of despite having multiple powers you can only use one at a time is interesting, in here the way is executed get’s really tiresome quickly, mostly when you want an specific power but the roll of the dice
isn’t in your favor so you’re just stuck in place waiting for it, it would have worked better if the rolling was faster. There’s also a weird disconection between the traversal speed and the level design, the character moves fast, but jumps are short, some stages are open, while others are cramped tie, I know that some of these designs is to push you to use certain powers, but as a player I also want to try experimenting about beating a lever my way using others or maybe no powers at all.
thanks for playing!
good points all around. the horizontal motion for sure needs some polish, and I think with more extensive tweaking there could be a greater diversity of options to get through the levels.
in lieu of or in addition to that, manual rerolls being faster would help get the ability you want.
I like the idea, but it feels pretty random to get the right ability...
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