I had trouble getting past the second level since I would walk right onto the spikes but couldn't time the jump. Overall it was very polished and well put together
Check out my game if you have time!
Criteria | Rank | Score* | Raw Score |
Presentation | #1707 | 3.280 | 3.280 |
Enjoyment | #2148 | 2.800 | 2.800 |
Overall | #2912 | 2.707 | 2.707 |
Creativity | #4681 | 2.040 | 2.040 |
Ranked from 25 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?
Die appear in certain parts of the level and randomly change your health
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
I had trouble getting past the second level since I would walk right onto the spikes but couldn't time the jump. Overall it was very polished and well put together
Check out my game if you have time!
GG! I like the art a lot but I couldn't get past the second level and I think the lives system is a bit harsh because it's luck dependent and tricky. I also liked the background music. Also, I don't know if this was intended but in level one fell down but since I knew where the exit was I just climbed up the wall on the left. Overall this is a great entry! Could you please come and rate mine?
Hi! I used this character sprite and Andrea's theme by Kevin Macleod as my background music. The two small ridges(on the left) were intended for quickly skipping the level as in the case one has died too many times, going through the first tutorial level would be a waste of time.
Really nice entry! I liked how tight and responsive the controls were - for me that's really important to a platformer. I'm confused as to how exactly the dice come into play but the game was fun nonetheless.
I noticed that on corners you sort of slide off them, which is probably the result of using a capsule collider? It's not a huge deal but was a little annoying.
Nice work! :)
Thanks! I am glad you liked the controls, I saw a lot of videos for that. As for the dice mechanic I think I focused on the platformer aspect a little too much. You're right about the capsule collider. I was debating on whether using a rectangular collider or a capsule one, but I guess now I have my answer.
Beautiful little platformer, the controls feel quite good overall, although I found the hitboxes on the spikes to be much too big, and I would have preferred not to have to restart the level each time you hit them.
More importantly, the dice don't really feel like they have anything to do with the game itself - you just have a predetermined 1-6 tries to beat each level.
Fairly minor concerns for a little game jam game though, great work!
Not sure if I was missing something, but I thought the levels were way too challenging and punishing. And that's coming from someone who plays challenging platformers like Super Mario World kaizo and IWBTG for fun lol I think the controls were good (although I noticed you could slow fall by mashing jump which seemed unintended).
Also I think the dice mechanic could be improved. Perhaps if the dice were "checkpoints" in addition to modifying your life count it would be more interesting, so you're potentially taking a gamble to either continue on with the lives you still have, or grab the dice checkpoint and take the chance on how many lives you'll have to finish from there. Just an idea! :)
All that aside, great job on this! Loved the art/music and I think this game could be amazing with just a few simple tweaks to the dice mechanic and level design.
I love the music and the character is cute. Not sure about the dice part though to be honest. Seems a little bit thrown in (never mind the pun ♥)
After struggling pretty hard on the last level enemy section, finally managed to beat it. Kinda letdown to see the same death screen on victory too.
The main graphics looked nice, I guess it was some existing sprite sheet though. And the added dice visuals really popped out of other stuff (and not in a good way either) by being not pixelated and the awful unevenness of the pips. That's actually the main reason I came to play this game as I was so triggered by the thumbnail picture and wanted to know if it was done in a tong in cheek way. But guess not. But I guess it still did its work on getting me to play it even if it was for the wrong reasons. 😅
Was the game supposed to have some rain effect? Something like that kept popping on for a frame or so every now and then. 🤔
The dice mechanic also felt unnecessary and an after thought. It didn't add anything to the game really. Having player get a health up as a reward for some tough extra jumps and then just force the health to randomize right afterwards is absolutely pointless and demoralizing. You at least should have allowed the player to skip those spots by jumping over or something to not fully take control away from them.
The controls and feel of the character were a bit weird and especially the jumping was not the greatest. I mean you did have the right basic idea where you can control the height by holding down but the height of the jump was so high that the press you had to do for a max height jump just didn't feel natural. And then there was that weird floating mechanic if you re-pressed the jump after falling which of course could be a mechanic but wasn't really needed either.
Those upwards jumping sections like the level one skip really would have needed the classic "coyote air" treatment. You know, so that you can run off the edge and still jump for a split second. Obviously it would help everywhere else too and just make jumping off edges feel better.
Requiring mouse for restarting wasn't great choice either. I mean, there was only one option so could just let them hit jump (or any key really) or even just automatically starting again. That retry screen didn't really add anything but extra annoyance of taking hands off the keyboard and using the mouse.
The second level spawn spot was annoying as if you happened to hold down right, you'd immediately lose another health due to spikes being that close. Could also quite easily be fixed by adding bit of a delay to player death and respawn. And that would also help the player see what they actually died from too.
Anyways, good job! 👍
Thanks for your feedback!
"But I guess it still did its work on getting me to play" -> Mission accomplished. Jokes apart I really need to revamp the dice mechanic. I was hoping to make the game something of a difficult challenging and punishing platformer. Something like getting over it. I guess I have a long way ahead of me.
"Was the game supposed to have some rain effect?" -> Rain wasn't intended. It doesn't appear on my end so it's a little difficult to understand what exactly might be the problem.
"Requiring mouse for restarting wasn't great choice either" -> I did implement the selection by pressing ENTER but I should have written it down in the info. Sorry.
Nice game, but the controls are a bit weird. Also the sounds are a little bit too loud.
Would be cool if you could also check out our game!
Good game but my main issue is on how the character falls. The fall seems to halfway through lose all velocity then gain it back again.
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