Scary game! I was sweating a little when the monster rolled a 10 🥵
Just FYI, you can walk for an infinite amount of time if you walk backward.
Criteria | Rank | Score* | Raw Score |
Creativity | #1021 | 3.529 | 3.529 |
Overall | #1409 | 3.275 | 3.275 |
Presentation | #1441 | 3.412 | 3.412 |
Enjoyment | #1927 | 2.882 | 2.882 |
Ranked from 17 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?
Take turns with the Monsterous Dice creature rolling dice to navigate a maze.
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
Scary game! I was sweating a little when the monster rolled a 10 🥵
Just FYI, you can walk for an infinite amount of time if you walk backward.
Wow, very nice horror game. I enjoyed the enviroment and the enemy can really surprise you and scare you.
This was surprisingly fun, I like the the concept of a turn based horror game.
On my first try, I got to the exit without problem and won.
I wanted to see the monster, so I went again, purposefully stepping in puddles.
Overall great atmosphere, good job!
After like 10 minutes nothing really happened. Atmospheres is beautifully spooky tho
That's actually a turn-based adventure and I think that's a good combination. But that dice is scary! When I started to think I will write comment about how sad it was I didn't find the monster dice, the enemy scared me as hell!
lol Yeah! Funny enough, earlier development on it featured movement similar to Legend of Grimrock and other games similar to that but after having trouble getting the dice to move in a tile-based fashion, I scrapped that idea.
I've also been scared by the dice a couple times during testing lol. It has a tendency to pop up out of nowhere!
Thanks for playing!
I think the Idea of the maze with the dice chasing you is really cool, but there are some things I didn't like:
1. It's really hard to distinguish between wall and dice, when the latter is somewhere down a corrido (maybe a light or faint glow would help?)
2. You are practically taking away the players control over the game for half of it, especially during the panic moment, when the player sees the dice coming towards them.
other than that I really liked the idea and presentation
Thanks for playing it! I'll reply to your points!
Thank you for your feedback!
I loved this game! It is really spooky to wait the Monsterous dice movement. After 10 minutes I got loast in the maze and tried to find this monster. I pushed myself out of walls and found out that the maze is pretty big too! And when i finally found this dice i got jumscared.
Great work!
Thank you! I'm glad you enjoyed it. I got jumpscared a couple times while playtesting myself. The dice is far less scary than my original plans but due to time constraints, he is what he is now lol.
I've noticed the out of bounds stuff myself and hopefully I'll be able to find a solution to that soon.
The maze is actually much larger than I intended originally but I'm happy with it. Maybe in future versions I'll add some transitions where the maze will have different "biomes" or something.
Played for fifteen minutes, didn't find an exit. The trails behind the cube is a nice touch. Also, are my rolls rigged? I rolled totals of 2, 3, 4 way too much
lol The dice aren't rigged, however it sounds like you really did have a pair of cursed dice during your playthrough!
Also, regarding the trails...I'd love to take credit but I can't lol. I wasn't aware of any trails being left behind but if you could pass on a screenshot of this or a video so I can see what it is, I can see what kind of happy accidents are going on and maybe add a feature lol.
I like the idea of going through a dark maze with a monster chasing you. The moments where you are out of energy, and the die is moving, are pretty thrilling. Especially when you can kind of just look around a corner, and you're wondering if the monster is gonna come.
But one thing to keep in mind is that waiting around can get boring quickly. There's a lot of waiting in this game. Waiting for the monster to move, but also waiting for the text to go away so you can start walking. You should give the player control back as soon as the text appears.
Another thing to think about is strategy. I wasn't sure what I was supposed to do, or what kind of strategy I could use to avoid the die. I didn't know where the die was, so I was just kind of walking around wondering when he would show up.
It would be nice to have some more information on where the monster is approximately, and some mechanics that you can use to avoid the monster. And finally, a bit more information on what you're supposed to do, like a hint that you're going the right way for example.
All in all, good job! I hope you can use this feedback to improve further!
As for strategy, it was mostly avoid puddles and find the exit. I tried to avoid giving too big of clues as to where the exit is (as it is a maze after all) but I almost toyed with the idea of creating a minimap that shows the immediate area around you to help with navigation. I might visit that idea again soon.
As for the location of the dice, the noise might be easily missed. He does some loud breathing that gets louder the closer he gets to you and you should be able to hear it a few halls over. It doesn't give away his position or anything, but I could probably mess with the audio levels and everything along with the other bug fixes later. I'd love to go deeper into an options menu to adjust the audio levels individually eventually.
Also, funny enough, originally the player and monster would move as soon as the dice roll text came up but I thought moving right away would cause some folks to not read the text and then question why their energy bar didn't fill to full. I think this is valuable feedback though so I'll definitely see about fixing that in future updates!
Thanks for your feedback!
Honestly, when I go back to it after the jam is over, I'm thinking about redoing the maze to add some different sections that have a visual difference to them so that the player can at least tell the difference between hallways and maybe add landmarks to create familiarity. It might help with navigating and realizing you wandered into an area with no exit because you already explored it.
As for your audio, it's understandable if your audio was turned down. I think adding volume sliders in an options menu would help greatly to avoid things like this. I've got a couple other ideas I am tossing around my head too so we'll see!
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