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Dice Heroes's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #36 | 4.259 | 4.259 |
Overall | #313 | 3.851 | 3.851 |
Creativity | #479 | 3.793 | 3.793 |
Presentation | #1251 | 3.500 | 3.500 |
Ranked from 58 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?
Dice Heroes was inspired by the idea that rolling dice never seems fair. Too many times I was burnt in XCom with a 97% chance to hit! So what if you could tilt the dice in your favor? What if you could step on the scales? That was my inspiration. Dice Heroes utilizes Dice Upgrades as its core mechanic that allows the players to "tilt" the odds in their favor. Also... I mean... *DICE* heroes 🎲.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
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Comments
Fun little idle game, nice art as well
Excellent concept! Overall mechanic and game presentation are really cool. Amazing work!
on my second playthrough i did one hero challenge
Nice!
I enjoyed it! It was a bit overpowered being able to make the dice min=max to always crit but for a 48 hour game jam game I don't think balance is a major concern 😆
That was seriously cool ! as a big fan of Rougelites & Auto-battlers this have hit a sweet spot. The mechanics was simple enough to enjoy right away, but also have enough depth to make you think on what to do next. I also liked that there is an 'optimal' critical build, I think it makes the player feel smart for 'discovering' an overpowered build :P
I also liked the 30 turn match between my 30 dice healer vs 2 old men / 2 mimics.
Have given full ratings for this awesome game, congrats on finishing the jam !
Cool idea for an auto-battler! I had fun playing the game. Thanks!
Wow, look at the time! Spent more time than expected reviewing this game. Really enjoyable feedback loop and nicely themed! Congrats!!
Fun and functions well as a game but pretty generic idle game
Extremly creative game! Upgrading dice is a very clever mecanic and I like it that you can either go for consistency or play a lot more risky.
The presentation is solid. Some background music would be nice and some things, like the floor could look a bit nicer, but for a game made in 48 hours it's good.
The game is pretty fun, I played it all the way to the end. I personally prefer having a bit more influence during combat but that doesn't stop the game from being adictive. The game is pretty well balanced, except for crits, I think they're a bit too strong. Making it so you can only roll 1 number guarntees crits. Therefore going for consistency is waaay more rewarding then playing risky with many numbers on the dice. Also it would've been cool if every character had a unique effect.
Out of all the entries I've played so far, this one is by far the one I played the longest! It's got that addicting feedback loop that all the best auto-battlers and incremental games have, where you're constantly upgrading and getting just that little bit further each time. With more polish and variety (maybe more dice types / heroes / etc?) I not only could see this being a full release, but I could see myself sinking hours into it. Great work!
Great game! Would be nice if there was a sound that played when one of your heroes became entangled.
!!!!
You're totally 100% right! Ahh I would have had time to do this in my sound passthrough! I can't believe I missed that. Good call.
I tried to make the entanglement a bit more obvious too. My game jam brain was just too tired I guess haha.
.:° Enjoyment °:.
I post just a picture, that should definitively say how much I enjoyed it
.:° Creativity °:.
I totally enjoyed the spin of dungeon crawler taken here. Buy dices and evolve your dices and I also can see a huge potential within this idea. Different heroes, positioning, different dices that have different base effects and so on.
.:° Presentation °:.
I really adore this art-style. UI was good too but should be tweaked within the future developement time. I totally see this game on steam one day and I gonna buy it.
.:° Score °:.
5/4/5
Stay crunchy.
Thank you for the detailed feedback and kind words and I'm glad you liked it :)
Your feedback is totally inline with my own feedback and potential evolution. Also nailed that I really wanted to spiff up the UI but just didn't have enough time 😅
My friends have already conned me to adding an endless mode after the jam update page is finished, so stay tuned!
This is actually so good, I spent a lot of time failing and getting just a little bit further each time. really nice game.
I found a tiny bug that when you buy dice upgrades your money amount doesn't update in the bottom left corner of the main shop panel, nothing too annoying and really easy to fix.
super promising game, good stuff.
It is a briliant along of all dice games i played so far! Sadly I got a bug after 50+ rounds. Some monster had blue die which rolled by infinite number of times, and my turn never came back. I couldn't end it because there is no escape button, so I had to end the game by closing the tab.
Other than that, I see only benefits.
Very good graphics (I love when everything is simple in the game, and nothing distracts)
+
Well made mechanics (for the most part, it pleases the player and does not expose violence like "accident makes you suffer", but rather encourages - upgrade to increase your chances)
I love how well your code works, smoothly and almost no bugs (especially when the button "hurry" tuned on, the game still working great on such speed).
Please upgrade it to the next level after jam. Our studio will look forword to see your relise in market-place such as steam, google play and app store. We think that this game is a perfect fit for mobile platform. And we will be your first players :)
That's a new bug! I'm so curious how you found that. Glad you liked it and thank you for the detailed feedback + bug report! I'll have to chase that one down :)
That was a lot of fun. Discovering that critical mechanic was cathartic haha.
Congrats!
This was a super fun game!
This game was the most enjoyable one I played yet! Very addicting indeed.
i had so much fun playing this!
this game felt more of a complete package than a majority of other games, good work with that 👍
the quality of life things like the hurry button was a great detail which made the grindy runs, and the character moving around the board was a good indicator of how far you got. the entanglement feature was a neat thing, as you never sat down and just waited, but had to be interacting.
one “game breaking” bug i found was that you could set the minimum and maximum to the same number, and you would always guarantee a critical hit. i ended up putting my best dice on the healer and spam clicked it if it got entangled.
overall one of my favourite games this jam, really nice work with it!
Yup, what others had said, very addictive. I had a blast playing it, super fun, super engaging. The upgrade process was great, though in the end I believe that all that matters was getting X-X dice with crits for constant double value.
I like that you included "fast" mode, and for a bit of criticism from my side: the animation of the little dude getting all the way back after a lost fight gets tedious after a while and I'm personally not a fan of this "entanglement" mechanic.
Tuning the "Go Back" was hard. Originally I had it tick over a square 10 times per second, but that seemed too fast for the first few zones. I think a good mechanism, in hindsight after resting after the jam, would probably be to make it faster as you go further through the board. I.e. first 1-5 you go back per tile 2 times per second, but once you reach the boss room it goes at 15 times per second? Worth exploring.
You also nailed one of the optimal builds. Another tweak that should be made is raising the "Min" cost of the dice and also raise the price of a crit. Probably 30G for min raising and then 70G for crit raising? A minor nerf would go a long way to encouraging dice variability.
But I think ultimately I'd want there to be more variety so there isn't just *one* optimal build. I like games that the player can "break", so introducing more build ideas would be my preference :)
Thank you for the kind words!
Yep, having low cost for raising maximum is fun, so I would not touch that, but you're right with increasing cost for low-end to avoid situations with high equal min-max (+crit). It all comes down to testing that nerf. I hope you'll figure something out and I get to play the enhanced version in the future. Cheers!