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Klods's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3530 | 2.551 | 3.375 |
Enjoyment | #4554 | 1.890 | 2.500 |
Overall | #4677 | 1.984 | 2.625 |
Presentation | #5632 | 1.512 | 2.000 |
Ranked from 8 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?
The game is literally about rolling a dice around. The diceness here is not based on randomness, but by a cube having different faces with special rules
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?
Yes
We created the vast majority of the music during the game jam
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Comments
I really liked this! it's a really cool combination of the basic dice walker and a dungeon crawler. With some more polish, it could be a very cool roguelike.
Also, love the presentation; reminds me of playing Windows 9x games back in the day, which I don't know if it's intentional, but game me some good nostalgia :)
Thanks for the kind words! To be honest, the old-school style originally came about mostly through me not being much of an artist. I think it ended up working fairly well though, and it's something i'll be sticking to if i go further with the game. The level design is definitely inspired by that era of game though. There's a level of playfullness that you don't see much in more modern games that i wanted to recreate.
Sometimes you can find interesting and original concepts where you least expect them! Getting skills on dice faces is not something I've seen in other games. Obviously the visuals could be improved, but it's perfectly fine for me. I would like to see more skills and more mechanics in the future. Good job!
I've seen much more rated games with less clear indications on what the next roll would have done. Good job on showing that little preview square!
Thanks! I knew that mapping out the sides of the cube would be a big hurdle for the player, especially since you can't rotate the camera, so getting that right was definitely a priority.