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Casino Clash's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #680 | 3.465 | 4.100 |
Overall | #772 | 3.550 | 4.200 |
Presentation | #896 | 3.719 | 4.400 |
Creativity | #1159 | 3.465 | 4.100 |
Ranked from 10 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?
You are a dice that rolls. Other mechanics are built around this action, such as weapon switching and avoiding attacks.
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
I love the upgrade system of getting different suits and such after each phase. I found the difficulty a bit too challenging considering how long the boss fight is. It felt like I wasn't doing much damage, but that seemed to just be that the boss floats just out of range of the spreadshot attack so it looked like I was hitting but in reality I was just shooting the area in front of it.
I really liked the spinning coin animation though, that was really cool. The upgrades also seemed to be very impactful!
Amazing game! I loved the hand animations. The dice rolls actually change the gameplay which is something I was looking forward to. Although I loved just rerolling the dice until I got what I wanted, maybe an addition to punish constant rerolling behavior a little more would be good. I do understand that would be difficult to do in a 48-hour jam. Overall, I loved it!
I wouldn't want to make it too difficult since the default weapon doesn't do much damage. The later phases, though, force you to roll more often than you can cycle to something specific. Maybe if I wanted to deincentivize cycling more, I could introduce those types of attack patterns sooner. I just think that approach is more interesting than directly punishing the player.
Wow this is highly underrated! I love the style and sound effects plus the gameplay feels great too!
Good idea and great presentation - i would move the hand a bit further from the player to give him more visual space
I think we considered that, but because I was dumb with how I programmed it, I would've had to change the values for every attack phase individually. This was also after we moved the camera back multiple times. I get what you mean though.
sure man you had two days lol
Still liked it alot and had fun :)
That's pretty clever having the die roll double as your dash. Because then you can't just land on your best side a stick with it. You can try to, but fighting without dashing will be too hard to stay on any side for too long. Good job!
Now that was fun! And hard. Wish I could see to the end, maybe a checkpoint for jam purposes. Or a way to recover lives.
Creative and well done!
We were considering letting you heal between each phase, but we couldn't figure out how to balance it well without having to make new assets and stuff.
This has been my favorite so far. I tried to do something similar with my game, but didn't come close to how enjoyable yours is. Great job!
One of my favorites so far! It's easy to understand, love the graphics and the animations and feels really good to play. Great job!
Nice! Like the weapon switching mechanic