Very clever game! The perfect mix of luck and skill. Loved the art and music!
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Demonbones's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #166 | 3.919 | 3.919 |
Overall | #236 | 3.928 | 3.928 |
Creativity | #393 | 3.865 | 3.865 |
Presentation | #469 | 4.000 | 4.000 |
Ranked from 37 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?
Roll dice to strategically place on the game board.
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
Suuper Cool Game !! Loved the art and aesthetic :D , and the dialogues were very interesting too !!
Good Stuff overall !! :)))
I want this game to win the jam! I'm usually very critical (especially when it comes to my own games) but yours truly deserves five stars in my eyes.
Absolutely love how the game forces you to think about the positioning. More types of dice and bosses would've made it even better but what you've done in 48 hours is already brilliant.
I also appreciate the little details: the option to see which dice you have left in your bag, and the ability to put the dice you've picked up back without being forced to make the move.
I found the best die to be the pull, as it was the one that could most often get rid of the corner. Super fun game all around.
That trademark Rad Codex aesthetic, in both the art and the musical choices~ Absolutely love it. The gameplay, however, let me down. The elemental dice really didn't get much of a chance to shine other than Fire, because the play field size was just too limited to really get space for the effects. Fire shone in that situation, however, because you could easily place it adjacent to two enemy dice and just eradicate them, giving you at least one space to place a die that they had, and thus giving you numerical advantage on dice played, which is very hard to overcome. If the enemy used elemental dice against you in return, and the playing field was a bit larger to accomodate the other elements being more useful, though, I'd very much enjoy it more. I also think that having the value of the pips work into if the enemy dice are captured (little like a more simplistic Tetra Master) would have been more fun as well, rather than just having it be end-of-game points in a variant Othello. EDIT: oh, right. Also, a replay button!
Art and music are great. The game is a lot of fun and feels responsive and juicy. Very neat.
Great concept, Reversi with power-ups and dice mechanics. Good game design, UI, art, and sound effects (I see you used pre-existing assets, but they fit well).
I only played through once, but it seems that if you're good at capturing opponent's pieces, then the roll of the dice doesn't really matter? It does help if it's a close game though!
I'd try out small tweaks to the GUI, like showing how many dice you have left in the bag, and how many of each type you have. Also I wasn't sure if higher numbers on the powerup dice meant a more powerful effect (can pull, push or destroy more dice/from further away) or just a higher score for that dice.
Anyway, really impressive, good job!
Amazing game, the concept is very clever and the gameplay works very well.
Sometimes i didn't understand why the enemy stole my dice, but maybe i don't fully understand the sandwich feature.
The game is very polish with good arts and musics .
I really enjoyed it and i'd like to play more. Congrats !
The push and pull really add a lot of tatical choice and amazing moments!
Could have an easier explanation of how to play but it's extremely fun and exciting
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