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Rolling Labyrinth's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #5100 | 1.637 | 2.500 |
Creativity | #5430 | 1.637 | 2.500 |
Overall | #5667 | 1.491 | 2.278 |
Presentation | #5929 | 1.200 | 1.833 |
Ranked from 6 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 dice moving through a maze
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
Just finished testing the game! :)
Various on-the-fly comments:
Takeaway: this was a nicely presented puzzle game, where I see the main idea and innovation is to use comparative conditions. The levels were also relatively difficult if you try to solve them legitimately/fairly, I think. Even through intuition / brute force, it was not that obvious.
Sorry you had this technical problem… <:( Since the voting is over, I give you what I think I would have chosen, for feedback purposes (so you can try re-computing the final result counting it!):
Enjoyment: 4 / 5 (the level design was fair to good; not 5 because maybe more variety or a way to have the player not use brute force easily but still be able to solve would have made it even more pleasant)
Creativity: 4 / 5 (because: clever core mechanic for the tile conditions, although several entries also thought of the classic rolling die with printed tiles; not 5 because of this latter classic aspect)
Presentation: 4 / 5 (the tiles are simple, but you managed to take care of a clearer UI related to how the die moves, the menu with instructions and level selection is nice, the sounds are functional, the tiles are functional including using an implicit colour code; not 5 because some solo entries were prettier — animation, colours… I am thinking of the beautiful diSe)
I realize these are (very) good marks, especially considering you were alone in doing this and this is your very first game! :) And this is yet a different take on die puzzle games; all I saw were different. (DOS, mindDie, Marimbla, Face Value, diSe, very good game, and mine.)
Great job, it was a totally worthy entry. :)
Thank you so much for the kind words and feedback, it is possible that I revisit the game in the future but for now I happy that people had some fun with it.
You are right about the 3D view, I originally wanted to have the game render in 3D but I'm not that familiar with any sort of 3D game engine and creating my own isometric renderer seemed a little outside of my 48h window. There is some spaghetti code left over from when I tried to implement animations between frames that I think would have helped in selling the movement more but it was not to be.
I appreciate the score but competing was never my aim, I just wanted to push myself. I've wanted to make a game for so long but projects where abandoned and I couldn't find time, et cetera, et cetera, but signing up for a 48h was manageable. The game didn't need to be perfect or indeed function, what maters to me is it's a start and I now know what it takes to make a game and where I can improve.
I'm glad you enjoyed it.
Actually, it turns out that implementing (isometric or other perspective) pseudo-3D is quite fast! :) For my second game jam (where I needed it because the levels are multi-layered), I was worried this would be an aspect that would take time, and it was a matter of only some minutes! X) What you really need are only some positioning formulas, taking care of rendering depth (generally either by drawing according to increasing {x + y} or by setting some depth attribute to x + y), and have the visuals.
You should definitely try, you will be surprised how quickly this should work. ;) Well, I am not familiar at all with using PyGame, but at first sight, pretty much all game engines APIs should be able to do the trick. The depth issue can get easier when there is a depth treatment for drawing, but even this is not mandatory (see above).
The same almost happened to me! XD I managed to draw my simple rolling animation in Pixilart (my very first animation with it!!) near the deadline, and got the three other orientations for free via symmetry. So, even isometric 3D is workable as to animation! :) I know since I am no artist.
I agree competition is not the real goal, but this was more of a way for me to quantify my observations. :) It’s interesting to know where there may be room for improvement, how such thing was received, and so on. I see it as a complement to the main and more important written review. ;)
I know the feel. ;) Good job with your game, you have something to be proud of and the start of a portfolio! :)
Keep it up!
The problem was the rolling animation, I can render the level just fine, but because I wanted animations mathematically perfect I had two options.
1. hand craft 48 separate animations depending on the dice orientation
2. render the cube procedurally.
I did nether.
Oh, you mean having the numbers on while rolling! I see; I was thinking just showing the rolling without the numbers — as a little trick, you can even make the die seem a little blurry while it rolls (fast). (I was considering not displaying the numbers while rolling in my own game as a simple solution. A moot point, since I ran into trouble displaying them at all. X)) Seeing the rolling animation plus the numbers before and after the movement is enough for the brain to process what is going on. For a cool example (which is not isometric, but still in a bit of perspective, although only really displaying the top face, but this is beyond the point), see The High Roller (Hardly Working Inc), where I thought this caused no trouble.
I agree this gets way more complicated in you want to have a true fully numbered/displayed animation, a problem I quickly identified when thinking of how to display things, but sometimes, you have to swop realism for efficiency! Especially when pushed for time.
I couldn't agree more.
To all looking to review this game, know I messed up. I did not read the full rules for the jam and posted a link to a compiled version of this game submitted some 24hs after the deadline. No code was added the only difference being the font displayed to the screen as the compiler I used was not compatible with the default font in pygame. Nonetheless, it is against the rules of the jam and if I am disqualified from the GMTK2022 game jam so be it. For me I took part as a bit of fun but posting links to a different project is severely disrespectful to all others in the compotation, and for that I am truly sorry. I have been humbled by words of encouragement from other game developers as this is my first time on itch, taking part in a game jam or indeed making a game at all. If you still wish to play the game after reading this you will need pygame and numpy installed, please only rate this page and the work that I submitted to it. Thank you to all that sent me kind word and left feedback, it means a lot.
Oh no, I saw your comment yesterday but read it too fast and thought you were saying the game cannot be played… <:( So I did not try and did not cast a vote. I am sorry.
I still think I will try your game today and review it. :) (Actually, I may test-review a lot of the games I missed; only saw a bit less than a hundred out of the more than six thousand… That’s around 1.6% of the total.)
I think this type of events should maybe include a crystal-clear advice section about how uploading; reading back again, they mention files, and I can see how someone would think the automated process would have them bundled together — which is not the case. You are not the only one who ran into trouble. ._.
The valuable lesson here for everybody would be to test the executable and uploading process right from the beginning. (To be honest, I only tested it a bit late myself, but I had some previous recent experience with game jams on itch.io, so I was not leaping into the void. Anyway, this is evil! But the time pressure soon pushes you towards such errors. :s)
PS: had a problem trying to install NumPy, because file ‘C:\\Python310\\Scripts\\f2py.exe’ was not found. I will try again tomorrow; if you could explain how to make it work and/or upload the executable now that it is possible again, I would be grateful. :)
Since the jam is over I feel as though I can post this again, as it is within the rules as I interpret them.
Here is a compiled version of the game if you still want to play it https://two-peas.itch.io/rolling-labyrinthcompiled.
Thanks! :) I will.
This game's awesome! All the levels are extremely cleverly designed -- I'm not great at these block-rolling puzzles, but the way the trap tiles are set up naturally lead you to the solution without making it feel frustrating. The sound effects are super satisfying and the graphics are nice. I really love the dice net feature, which made it so much clearer as to how all the faces were related and which would come next. If you don't mind me asking, how did you calculate the rolling of the die? I wanted to use something similar in my game, but between all the different faces and rotations I couldn't figure it out.
P.S. I appreciated the executable version. There have been some other pygame games that were a pain to get running, but the exe file made it trivial. What library/program did you use to compile it?
The dice net is calculated as a 4 X 4 array.
Not all the numbers in the array are used but are place holder values so I can target the values I care about. The face up value of the dice is located at position (1, 1) in the array, and all the non zero values represent faces in other directions. Note the two 6 enters, they represent the same face.
when moving simply shift all the values in row 1 or column 1 by one entry in the given direction, then set the identical face that wasn't shifted to match the one that was.
Read from the array as you need.
e.g. dice rolls one space up, the net above is transformed to looks like this.
As for the compiler, I used pyinstaller. If you recommend it to anyone they will need to know how to use the command prompt and if they use the pygame default font in the script they will need to change it as pyinstaller interprets the file name as machine code for some reason.
The only difference between the compiled and non compiled versions of the game is this one line of code
For once its not my code that's the problem.
Wow, thanks for the comprehensive reply!
Really good idea, and the levels where incredibly well designed. My only problem is that I was able to brute force most of the levels by repeating sequences of movements until the dice fitted. Perhaps it isn't possible to make levels where this is more dificult but maybe giving more open spaces so that there are too many routes to repeat them all would force people to find the correct route.
You are defiantly right, I wanted more levels but you know how jams are. I think I'll revisit it in the future. Thank for the feedback.
Cool you be able to share a .zip, fun game, specially for a first try ^^.
https://itch.io/jam/gmtk-jam-2022/rate/1619517 if you want to try our game :)
Thank you, I'm just happy that I made a game and that someone was able to get some level of enjoyment out of it.
Unfortunately, doing this disqualifies you from the jam but I'm glad you figured out the problem!
Unfortunately, even if one downloads all of the provided files, the game does not appear to be playable. There are build-files/dependencies that aren't included (My attempt to play it failed at attempting to import numpy). Good learning experience for future Jams though!
Because I had trouble compiling it I believe you will need to have pygame and numpy installed on your computer. I'm trying to compile the game but the text font type isn't being packaged so when I draw text to the screen it throws an error saying the file does not exist.
sorry you didn't get to play it
You may also want to look into compiling your python program into a single standalone executable. There are tools available to do that for you, that would make it easier again to run your game. Just an idea for next time
Woops, I just saw that you already mentioned this in the install instructions
I know, Its my fist time making and distributing a distributing a game. It was more a learning experience for me rather than competing. I gained some skills and that's what matters.
I tried to use pyinstaller and I did generate an .exe file. Unfortunately, the text font didn't package. I thought the font was a pygame parameter as I only call it in
I didn't install a font and the font isn't in the directory, pygame seems to run fine without it. For some reason the .exe file is looking for it on my computer and I don't know how to fix it.
Please put these files in a zip so people don't need to download each individual asset
I'm new to itch, I had no idea how downloading games worked.
Right click the folder with the game, then click add to archive. Then upload the archive.
Can I edit the submission even though the jam is finished