I really like the presentation with the graphics and the music that changes based on the turn. I also found that the game could get tedious in some cases, especially when the enemy and I both only had one die left. If I moved away from an enemy in a straight line after attacking them then they could hit me with a sword or bow attack. In this case the optimal strategy was to do nothing or try to roll toward a wall/corner to break the stalemate. I also found the enemy attack that shot 3 arrows to be super unfair, because they could roll away from me but then shoot backwards at me! It also seemed like my grid-aligned shields could never block the diagonal arrow.
I think if you let the player move then select the attack/defend direction you could keep a lot of the tactical elements you have while avoiding these stalemate situations. It might also be interesting to add directional support abilities to buff/heal nearby dice in a line or something. It might break the design if you allow the player to repeat an action if they don't move, but it feels like not moving is a fair cost for the benefit of taking the same action again. It would also feel better than just choosing to do nothing so the enemy can't attack you.
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Roll Tactics's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #767 | 3.632 | 3.769 |
Overall | #2278 | 2.940 | 3.051 |
Presentation | #2555 | 2.891 | 3.000 |
Enjoyment | #3489 | 2.298 | 2.385 |
Ranked from 13 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?
Your units are dice and they roll to move.
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
I really appreaciate your comments. Thanks for taking the time to write such a complete feedback.
Letting the player choose the direction to attack after they move seems to be the solution we are gonna go for. Not for all abilities, though, since managing dice's orientation is part of the game's design.
I've though about letting the player repeat the action if they choose not to move, but that will probably break the game with spamable powerful options. I think that approach is not necessary if the previous solution is implemented.
The support abilities would be great! We surely would love to see a lot of new abilities implemented into the game! The 48h just allowed us to include the ones you saw.
And yeah, some hitboxes and bugs to be fixed... Programmers' life haha.
This is a really cool idea! I like how everything is presented and how simple it appears. It takes a while to get into the right position to attack with the sword, but it makes sense since allowing the player to attack an enemy directly next to them would make both them and the AI stay in the same place and hope to get a sword on their next turn. I think maybe a spear attack would make up for this nicely, where you can do an strong attack from two spaces away. I hope you continue to work on this post-jam!
Although I did not enjoy it to play it longer the idea is very good. It gets tactical quickly and you can also strategically move to setup for damage combos. 2/4/4
Stay crunchy.
Thx a lot!
I have to admit that, once playing it myself, it was not as enjoyable as I thought. I have in mind some design elements that, with some changes, may help with that.
For example, it's kinda easy and frustrating to get stuck with the AI.
I also had little time to design the levels, but I hope we can fix those things in a future update!
it was an interesting game! I just wish the direction choice games would be more visible when I am standing next to an enemy
what I mean is that when I was standing next to an enemy and I clicked on my ally it unfolded the attacks/choices in the 4 directions. but one of those would overlap with the enemy cube itself so if I wasnt paying attention before it unfolded I actually wouldn'T knwo what choice I had there and I would have to do it over again
I understand. Yeah, that was functinoally intentional because it was programmatically easier to always show all 4 directions instead of calculating which directions were a viable opiton haha. So, I let the dice and obstacles overlap over the options, preventing the player from clicking them. XD
In a design perspective, though... That is not what I'd like. I'd like for the player to be able to see all its options and the dice to show only the selectable valid spaces to move to.
Matter of time, that will be fixed in a future update.
Thx again for the comments!
Thx for the feedback!
Yeah, the AI is kinda a problem for that haha. Didn't realize until I played the final build. Gotta fix that.
About the attacking side-units, We'll take the suggestion and figure out a workaroud for it.
About selecting the side you attack, it was thought as part of the game-design for the units not to be able to control the direction of the attack, since you rotation and positioning will dictate it.
A really fun idea that could lead to lots of fun strategies. The UI is really nice as well. I do think maybe you should be able to attack enemies that are directly next to you - it can be hard to line things up so you can hit an enemy. I suppose maybe that's part of the puzzle.
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