Really liked the presentation on this one. And appreciated the easy mode! Very entertaining, and the animations when you finished a level kind of reminded me of Super Monkey Ball!
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Dicesora's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #853 | 3.742 | 3.742 |
Enjoyment | #907 | 3.333 | 3.333 |
Overall | #1187 | 3.359 | 3.359 |
Creativity | #2362 | 3.000 | 3.000 |
Ranked from 66 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?
It is a puzzle game involving rolling a certain number on a certain tile
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
This game had really nice level design. With the different mechanics the levels got quite challenging. I ran into a small bug (?) where I would have to step to a plate from the right direction or otherwise it would not activate or it would turn off. Stepping through and back would fix it. Otherwise this was a great game. Nice work!
This is a well polished game, but well, there’s a lot of this style of game, so I think I would’ve liked if there was a little more to really distinguish it from the others. But overall great job!
We had very similar ideas haha I like the camera movements! It adds a new texture to the game!
Very boring. Don't get why would someone restart.
Also, it was tedious enough. Making it so you can fall off will make it even more bad.
Sorry you felt the game was boring. I have an easy mode where you can't fall off the stage. I tried to add more mechanics in later stages as well to prevent the feeling of the game being tedious.
If you have any feedback that you feel would improve the game, please share. I always love to hear feedback the most from people that disliked the game.
Thanks!
Love the game, especially the camera angle. Everything feels so smooth and relaxed, beautiful work!
The difficulty curve was nice, though I found the multiple blocks that can be deactivate a huge difficulty spike (in a good way, I think). The only thing that bothered me, was the fact that I was constantly somehow programmed to step on a plate with corresponding number instead of it being on the top (don't know why, it's a subjective thing though, objectively this game is really cool puzzle ;))
My game uses a similar idea, and even has clouds on the background, too :D
Fun game. Nice level design, although sometimes you get lost and start brute-forcing the solution by randomly running around. Interesting cube coloring mechanics, forces you to move a bit more carefully. The cube’s center seems to always stay at the same height which make the cube’s edge go through the ground when it rotates, - not a huge problem, of course, just a small visual quirk. The UI style feels like it doesn’t match the game’s visuals, although that might be just me :)
Anyways, nice game, good job! Consider trying my game if you want.
Right on. This has a good mix of challenge and relaxing vibes. Had a lot of fun playing this and played it for a good deal more time than I originally planned.
Well since this is the first submission I'm trying it seems like a creative idea to me 😅
The inclusion of a normal/hard mode felt great to me having to admit my gamer skills weren't enough to have me wanting to think once I got to I think level 5 then switching to normal.
Well since this is the first submission I'm trying it seems like a creative idea to me 😅
The inclusion of a normal/hard mode felt great to me having to admit my gamer skills weren't enough to have me wanting to think once I got to I think level 5 then switching to normal.
I understand how common this idea was implemented in several games, since it was also my first idea that came to mind when finding out about the theme, but decided to drop it due to predicting how common it would be. Still, I like your game due to simplicity and the sounds & music, especially when the level is completed.
My game had the same idea as yours, but yours seems a lot more polished.
But since we basically had the same idea, I'm curious about how you went about the level design. I tried to design my puzzles such that each puzzle only taught one idea, which could be used in future puzzles.
I wanted to introduce a mechanic and give the player a few levels to try it out and get the hang of it. I then add a new feature and continue doing that. Some levels are just stupid easy simply to teach a new mechanic. There are 12 levels in total and this is the layout:
1 - core game
2 - core game
3 - multiple tiles (easy)
4 - multiple tiles (medium)
5 - multiple tiles (hard)
6 - colored dice tutorial
7 - colored dice (easy)
8 - colored dice (medium)
9 - colored dice (hard)
10 - mix of all game mechanics so far (medium)
11 - teleporter tutorial (easy)
12 - teleporter (medium)
While designing levels, I would play them multiple times to get a feel for how hard they were. If I felt the level was too easy, I made the level even easier to avoid frustration. I could have made more levels, but I felt like 12 was plenty for a game jam game.
Hope this helps and is the info you are looking for. Thanks you so much for playing!
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