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A jam submission

Dice Fighters: an Auto-Roll-Playing GameView game page

A short speedrun-able game for people who like strategic dice rolling but are tired of waiting for their turn.
Submitted by dontot8 — 4 hours, 21 minutes before the deadline
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Dice Fighters: an Auto-Roll-Playing Game's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#15023.3203.320
Enjoyment#23642.7202.720
Overall#26292.8132.813
Presentation#37232.4002.400

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?
It has a lot of dice rolling, and is interesting because it is real time, rather than turn based.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

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(+1)

I enjoyed playing this. It was a creative and original concept. : )

Submitted(+1)

Really cool and creative game idea! I think I know what you were going for with the camera, but its a bit hard to control. I really liked the character art and animation, great! Overall really cool! Good job!

Developer

Thanks for playing and for the feedback! I'm assuming you played on mobile device, and moved the camera by touching the screen with 2 fingers at once? I didn't implement that on purpose but a friend pointed that out to me and I guess its a built in feature to unity? lol

That is to say, I thought the game would be entirely fixed perspective (no camera movement), but it is not haha.

Submitted

No, I played it on pc, but if you press wasd or drag the mouse the camera moved it think.

Developer(+1)

Ah I see, I will have to look into how the camera system works more. Thanks for the note!

Submitted(+1)

I think this 82 is a decent time idk, was good fun. Although it took me a second to understand the different classes abilities once I did it became quite interesting and enjoyable

Developer(+1)

82 is pretty fast, I think that's faster than I've ever gotten haha (though I never really worked on getting a super fast run, was too busy working on the game lol)

Thanks for the feedback, and for playing! If made into a full game I'd probably work on making help pages that explain the abilities in a more visual way (rather than my crazy long description I have for the game). I honestly appreciate you reading through and learning the abilities!

Submitted

yeah no problem, although I will admit when I read them initially I had no idea what was going on. It was only after playing it for a bit that I came back and read what was going on lol

Submitted(+1)

The class special abilities were the highlight for sure, all were very creative and they each require a different thought process to set up. It's definitely super fast-paced - I'd almost want a 0.5x speed "practice" mode or something to get the hang of using abilities/portals efficiently.

Developer

Thanks for playing and for the feedback! Also nice username haha.

Fast paced was what I was going for, I left a really in-depth comment below on another person's feedback on real-time vs turn based and why I decided to have the speed/system the way that I did. In that comment I talked about how if I made this a full game (with more complex mechanics), I'd probably implement a "tactical mode" mode toggle that would slow down or completely pause the action to help you reconfigure your setup when needed (but also halt the progress of dice generation). Glad you enjoyed the game :)

Submitted
Deleted 1 year ago
Developer

Thanks Levi for the feedback, and for playing! Below is what I wrote in the description. I'll check out your game when I get the chance, but sadly do not have access to my computer this week, so unless it works on my phone, I probably can't rate or give feedback during the game jam.

Cut Features

I had hoped to implement the following, but didn't have time due to the time constraints. They may be added at a future date.

- Enemy attacks back

- Visible enemy life bar

- Bonus damage totalled separately to regular damage

- Multiple enemies

- Money system on enemy slain

- Progression system where you start with one character and easy enemies, gain gold and can purchase more abilities, characters, and upgrade your dice portals

- Better crit animations when big damage happens

- healer character

- different special abilities that leverage other mathematical dice patterns for bonus

Submitted(+1)

I think this idea is really good - but honestly a bit wasted in the real time context. Imagine having to roll in turns and assigning the dice to the best fitting character. It would become a really cool puzzle game. I dont think its bad at all how it is right now but i personally like puzzles more than quick math and reaction times.

The different classes are well thought out and could probably make for even a fun board game.

Developer (1 edit) (+1)

Thanks for playing, and appreciate the feedback!

I'm also someone who likes to really to solve out a system and optimize, so I can see where you're coming from with your feedback on the real time vs. having time to think comment. I have had a lot of fun spending several minutes on a single turn in Slay the Spire for example.

When deciding whether to make my game real time or entirely turn based, I thought back to how I previously enjoyed playing chess with no timer because I always wanted to deeply think out my move, but now I enjoy playing it more with a timer, because sometimes infinite decision time leads to stagnation in play because the user wants to spend excessive time on their turn to achieve an optimal result. I enjoyed the timer more because it felt more low stakes, and therefore I could play more games, and not feel horrible when I lose a game that I spent several hours trying to game tree the moves my opponent would make.

However, I think the decision of "game speed" (or no movement in a game without player action) comes down to where you want your game to fall on the spectrum between completely strategic vs action. And I think having a good strategic game is incredibly dependent on having mechanics that are complex enough that they are fun to solve. When thinking of the mechanics of my game, I knew I wouldn't be able to design complex interaction systems in the 48 hour period of the jam, so I decided to make it real time. In addition to this, I thought that the real time element would make it so that more simple classes (warrior and ranger) could be spammed as you rerolled dice in hopes of getting the big damage on your wizard. If it was completely turned based, the warrior and ranger would be pretty boring I think.

One way of solving this would be to add a "tactical mode" that would greatly slow down (or completely halt) the game speed, much like FF7 Remake. I may do that if I make a more fleshed out game, esp if mechanics become more complicated.

Sorry for the wall of text, I really enjoyed your comment and enjoy thinking about the philosophy behind design decisions for a game, so thought I would share my thoughts.

Submitted

Cool - thx for the inside. Totally get where you are coming from. Still think it would make for a great turn based game though (maybe with a few tweaks).

Submitted(+1)

Solid concept, I would love to see this implemented in a full game loop! Also I might have cheated with an autoclicker and the wizard doing 1 damage kekw.

Got really cute autoclicker vibes from it though, so I hope to see more if you choose to continue dev! <3

Developer

Thanks for playing and for the feedback! Yeah, the wizard doing 1 dmg without a die is a bug lol, fixed in the v2 that I'll push out once the jam is over. We'll see if I flesh this game out or just start working on a new one after this, but if I do, it will definitely have more traditional RPG elements and progression!

(+1)

I think the special abilities were cool but it would've been nice to see them at the beginning, and maybe have a toggle to look back to in case I forgot who had what ability.

I also would've lowered the health of the monster for the purpose of this showcase since I think it took a bit too long to slay -- once you got the gist of the game, it was only a matter of probability until you could hit a combo (e.g. the mage needing to have a 1, but there were times where I had to roll 10+ times to get that).

Otherwise cute little game!

Developer

Thanks for playing, appreciate the feedback! I agree, would've been a good idea to include help, maybe a little help question mark next to each board where if you mouse over, you'd get a tooltip.

Also fair point, I had the health set to 1000 at one point during testing, but that felt too short. Wished I had gone with 1500 or 2000, but at that point I just wanted to submit and go to bed haha.

Submitted(+1)

Dice juiciness was great with animations and sound effects. The special abilities of the different classes would have been nice to have on an intro screen. Overall, very interesting concept!

Developer

Thanks for playing and thanks for the feedback! Yeah, since this was my first game, haven't ever made UI/Title scenes in unity before. I definitely would've liked to include more info, and more abilities too!

Also I checked out your game and the animation and gameplay was awesome!

Submitted(+1)

Its hard to tell how the dice affects the damage. Also would be nice to have some variantions (for example skills) as right now i fell its mainly clicking attack when the board for hero fills up.

Developer (1 edit)

Thanks for playing and thanks for the feedback! I would've like to add more skills but just didn't have enough time. Maybe I'll update it one day.