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A jam submission

Dice TowersView game page

Roll dice to place towers in this strategic tower defense game
Submitted by littlehawk93 — 3 hours, 18 minutes before the deadline
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Dice Towers's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#3873.6673.667
Overall#11373.3813.381
Creativity#12283.4293.429
Presentation#22423.0483.048

Ranked from 21 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?
This is a tower defense game where you must roll dice to determine which towers you get to place each wave

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

Submitted(+1)

We had a similar take on the theme! Really liked the roll animation. I would have played more but i felt it really needs a 2x  / 3x button 

Developer(+1)

Thanks! Unfortunately, my inexperience on the team meant spending a lot of time on those dice animations and not having enough time for a speed up button haha.

Submitted(+1)

The idea is realy cool!!!

Developer

Thanks!!

Submitted(+1)

This was really addicting. I spent way too long playing it. 

Also, did I recognize some Godot Control nodes in there?

Developer(+1)

Yup! One of the guys on our team had used Godot before and recommended it. It was my first time using it but it worked great!

Submitted(+1)

Nice! Probably my favourite engine. We used it for the jam too! 

Again, nice work on the game!

Submitted(+1)

Fun little tower defense game! Had a bit of a power trip using my lvl 69 lasers arrow towers.

Most of my feedback has already been said below, but some other thoughts I had:
- wish there was a 2x speed button, sometimes the wave feels like it takes forever :<
- being able to edit where the tower is placed before the round starts. Sometimes I would misclick a tower position, and for a tower like the arrow tower, it just makes it useless
- have the waves be more consistent in difficulty scaling would be nice. I try to maximize upgrades and minimize used towers, so if in one level I start leaking enemies, I would put in more towers the next level. But then it turns out that one singular level is the hardest one for the next 10 waves and I get sad
- at really long range the crystal tower just misses. idk if this is intended behaviour, but my "infinite range" sniping fantasy of a lvl 30 crystal tower was shattered

Developer(+1)

Thanks for playing! That is all great feedback, some of it we were already kind of aware of but ran out of time. Sorry to hear your sniping fantasy was ruined. I wasn't super involved in the tower design personally (my 2 teammates handled that more). 

Submitted(+1)

This is a really solid concept and I'd love to see it developed further. I really love the core mechanic of rolling for which towers you get to place, but being able to lock the ones you liked.

I didn't really use the upgrade feature tbh

I'd have loved to see some tooltips on what the towers do when you mouse over them, because on my first roll I had no idea what anything was.

I was a little surprised to see that all my towers were gone each round, I've have liked to build up a defense rather than it being 100% what rolls I get that turn.

Overall, great work, this has a lot of potential

Developer(+1)

Thanks for the feedback! Erasing the towers was supposed to make the dice rolling feel more important each round and we tried to use the upgrade system as a fresh take on the "building up defenses" part of the tower defense game.

We really wanted to get more helpful tooltips like what you described, but ran out of time.  :(

Submitted

Thanks for the reply, good to know! Next time!