smooth controls and satisfying sfx. The only issue is that it's hard to know what your next roll is going to be. I saw some other games that had a 4-way indicator to show you what your rolls will be. but I still had fun and really enjoyed the animation for destroying a dice
Play Roll On Dice
Roll On Dice - Jam Version's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1075 | 3.606 | 3.606 |
Enjoyment | #1191 | 3.212 | 3.212 |
Overall | #1227 | 3.343 | 3.343 |
Creativity | #1799 | 3.212 | 3.212 |
Ranked from 33 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 where the Player uses its Dice to Roll on other Dices in the Level. In order to beat the Dices, the Player's Dice top side will need to be equal or superior to the top side of the other Dice, otherwise the Player receives damage.
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
Good aesthetics to this game. Very simple to understand, and pick up and just play. I appreciate that in a game jam game. Like many other games in this jam that use an isometric view with dice though, I wish there was better UI to show me what was on the sides of the die I couldn't see.
Finally a puzzle game of this genre with zqsd control :D, good game for 48 hours with nice design !
Try to play my game and rate it if your have some time.
I've played a few dice rolling games similar to this, that have come out of this game jam. This one was a little different in that you aren't matching a number but trying to be equal to or higher to just kill it.
I personally didn't enjoy the controls. The left tilt felt really weird to me. I dont know if having it tilted right would make it any better though, perhaps I'd need a controller stick.
Good game. The rule where you have to get the side greater than or equal to the enemy side is a good idea. It allows for less frustration and a slower difficulty ramp than when you have to get a particular side every time. The presentation was good. I especially liked the cube explosion effect and screen shake.
I was confused when the levels looped around at the end and would have preferred if the game notified me I had finished all the levels.
Pretty cool! Another nice spin on the dice rolling "genre" - It's nice that I only have to be >= than the die I am rolling onto, it makes the challenge a little more manageable. The minimalist art and sfx also worked well, I liked the exploding VFX when you or an "enemy" die dies. I struggled a little with the orientation of the movement, but with a turn-based game that's manageable.
A nice little puzzle game that's a unique perspective on the "rolling die" genre that seemed to develop in this jam! The puzzles feel nice and the music is very relaxing. Great job!
Nice job with this, the whole aesthetic looks cool (the shadows are a nice touch) and the music works well.
Found myself getting a bit confused with the controls sometimes, but WSAD on an isometric grid can sometimes do that. It also took a while to realise that it was the side of the die facing up when in the place of the target, and not the side facing up when next to the target (I think this was especially confusing at the start since sometimes it would work and you'd collect the target die by accident and then other times you'd die and have to restart).
Similarly I found that (since only 3 faces are visible) at times it'd just be guesswork trying to figure out which face would be on top after a move - if that face was previously not visible (basically remembering which face was where). This was originally a bit frustrating, but I got used to it after a while and it just became part of the challenge.
Overall though, this is a sweet and enjoyable game, so well done :-)
Great presentation, and almost oddly relaxing. I could see myself playing this game to destress. However, I was a bit confused on whether I was eliminating dice based on the top-facing number I had when I attacked them from an adjacent spot, or the top-facing number I had on the spot they were occupying.
Thank you for your feedback! To answer to your question, it is this: "the top-facing number I had on the spot they were occupying.", indeed when you roll at the place of the red dice, your top-facing number has to be superior or equal to the red dice top side number. So before rolling to its place doesn't count, you need to anticipate your next top-facing number.
Interesting variation on the "match the face" style. Graphic is very clean, and the experience is fun.
Graphicly it's great work, but it's kind of confosing with the controlls that are some times inverted because the camera is stuck in one angle but else it's a good game!
What I liked:
Very visually pleasing game! Loved the dice explosion, we had similar ideas in that regard :D
The controls felt quite nice to use, and the game felt very responsive.
What could be worked on:
Being able to tell which die value I'll roll onto next would be useful instead of trying to remember what a die looked like. Possibly like a WASD on the screen with the next dies value for each direction visualized. I think that would help a lot!
Conceptually I feel like the idea is pretty simple and personally feel it's overdone. Perhaps thinking of more ways to put a twist on the actual concept would be cool!
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