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A jam submission

Do The Dodge Roll ShuffleView game page

GMTK game jam 2022
Submitted by Luke Cunningham — 8 hours, 19 minutes before the deadline
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Do The Dodge Roll Shuffle's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#46572.0492.556
Enjoyment#48201.7822.222
Overall#49861.8412.296
Presentation#52741.6932.111

Ranked from 9 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 initial concept was to play as a die, where each time you "roll yourself" you get a random power, vaguely like Kirby.

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?

No

We used pre-existing audio

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Comments

Submitted

Some on-the-fly notes:

  1. Like the music right from the splash screen! XD Rocky.
  2. It took me some about a dozen seconds, but I managed to get how things work rather quicky!
  3. The coloured ‘net’/line disappears a bit fast, but this all depends on what difficulty you want to have.
  4. Lost when there were the three colours; I could not make blue bounce back without having red touch my ‘net’.
  5. Pressing Escape while the game offers R to try again causes the following bug/crash.
    ‘___________________________________________ ############################################################################################ ERROR in action number 1 of  Step Event0 for object obj_emitter: Unable to find any instance for object index '19' name 'obj_player' at gml_Object_obj_emitter_Step_0 ############################################################################################ gml_Object_obj_emitter_Step_0 (line -1)’
  6. Oh, you can actually set the difficulty parameters using the pause menu! I think you should put ‘Settings’ also in the main menu, so that the player does not miss it. (I would if I had not paused out of curiosity!)
    There are even key bindings! And volume control! Nice.
  7. Ah, I managed to win in less than a (half?) minute with easiest settings! Although I did not get hit, so the fact that the enemy had only one hit point was what really helped me. And this time, I managed to ‘separate’ the blue balls from the red ones, so I guess they are not synchronized if you wait a bit.
  8. Only now (replaying to see if you can move while on fire, seeing screen capture 2) do I realize that you can actually pass on all projectiles!! The only way of getting a hit is by putting a wrong ‘net’ for a ball…
  9. Nice fire particle effect. :)

I like the concept, but I guess such a game needs tight difficulty balance! Which is partly allowed for the player through the settings, thankfully. I think it is not easy for you choosing how long the net/line is displayed, as it is both an advantage and a drawback to the player.

Suggestion: maybe something good could happen when the player catches a ball that does not match the current main type of the enemy? Such as giving him a bonus?

As a note of interest, the concept of switching type with a roll reminds me of The High Roller (Hardly Working Inc) and Dodge Role. (The title also reminds me of this last one!)

Submitted

I have no idea on what to do, and which buttons to press

Developer(+1)

Understandable. I should have put the controls on the main screen. The default keys are the left and right arrow keys (to move), space bar (to jump), R (to reset), and Escape or P (to pause). These keys are also re-bindable in the pause menu. The goal of the game is to defeat the enemy in the center by reflecting its bullets back at it. You do this by moving in either direction around the enemy and jumping to a further point to create a line. The line has a color corresponding to the color of your character (which changes randomly each time you jump). The color of the line has to match the color of the bullet for the reflection to be successful. Additionally, the color of the bullet has to match the color of the enemy health bar at the top of the screen in order to do damage. I hope that helps. Thanks for playing my game!

Submitted

Tip: for any game jam, you should alway look at the game page before playing. People often put controls indications there, or other useful ones! (I know I put myself a warning about the music, but I am not sure everyone read it… ._.)

Submitted

I enjoyed the concept, bouncing the balls back is an interesting game play mechanic. I also enjoyed the amount of settings available, you usually don't see those in most jam entries! I wish the game explained itself better, and that all bullet types did damage in later levels, but otherwise this was a pretty good entry. Well done! 

Developer

Thanks for playing my game! I wish I had explained the game better too, lol.
I'm glad you liked the menus; that was something I wanted to try.
The later levels should work the same as the earlier ones, so that may be a bug. Sorry about that.
If you got to the later parts, I guess you figured out how it works, so thanks for being patient with it.

Submitted
The later levels should work the same as the earlier ones, so that may be a bug.

I think he means that the balls/bullets that do not match the current main type of the enemy have no effect. (I made a suggestion about this in the small review I just published. ;))

Submitted

不错不错炸裂

Developer(+1)

I do not know this language, but Google translate says "good good burst" maybe about the fire effect?
Thank you! I like the way it looks too.

谢谢你

Thank you for playing my game.

Submitted

I didn't understood what to do, all i can do is turn the green box nothing else, the green bullets pass trought it and nothing goes on ...

PS: I reconize this menu ^ ^ nice adaptation

Developer(+1)

Thanks for playing! I didn't make it very clear, but when you press space, and it makes a line from where you started the jump to where you end up, you're supposed to time the jump so the line you make reflects the bullet of the same color. Reflecting a different-colored bullet hurts you. Bullets don't directly interact with the player-square at all. 

Submitted

A very interesting concept! Maybe it would be more varied if instead of having to take out enemies with one type of shot, they would shoot various colors. Good job!

Developer(+1)

Thanks for playing my game! I'm not sure I understand what you mean. There are 3 different colors of bullet and, in the later stages, all 3 colors are firing at the same time.

Submitted(+1)

I missed instructions at first, but once I understood what to do, I found the game very interesting. I think if you want to continue editing it later, it can end up becoming a very interesting rhythm game!

Developer

Thanks for playing my game! I appreciate the feedback; I do need to work on explaining mechanics better.