Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

The Blocky Diemen Inc. Team Bonding Dodgeball BonanzaView game page

Just teams of dice playing Dodgeball
Submitted by anttihaavikko (@anttihaavikko) — 2 hours, 52 minutes before the deadline
Add to collection

Play game

The Blocky Diemen Inc. Team Bonding Dodgeball Bonanza's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#574.3094.309
Presentation#644.5274.527
Overall#714.2004.200
Enjoyment#2953.7643.764

Ranked from 55 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?
Team of dice playing Dodgeball

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?

No

We used pre-existing audio

Leave a comment

Log in with itch.io to leave a comment.

Comments

Viewing comments 20 to 1 of 28 · Previous page · First page
Submitted

Damn.  You're clearly a game jam pro.  The visuals are really fun and bouncy and the game mechanics are satisfying.  It feels great to decimate the enemy team in one round with some clutch passes and good rolls.  Even though there's a ton of luck you can mitigate a lot of it though sometimes that can involve playing chicken against the AI for several turns in order to cheese out a win.


Fantastic game!  Thanks for this.

Submitted

Everything about this game was excellent. The visuals were very charming and unique. The core mechanics had the perfect blend of strategy and RNG, meaning that it was mainly strategy with RNG to spice things up. Even when the AI knocked down all of my troops, I still could strategize and win. The AI in this game is really smart. It felt like it was almost like a player! Overall, probably one of the best games of the jam! Great job!

Submitted

The presentation and core mechanics are really neat! The AI is excellent, and this game definitely manages to keep me engaged... Well done!

Submitted

Very interesting mechanics!

Now I see why you complained about my AI when I see this clever one you've made, it was fun watching it putting it's plan to work.

I'm guessing it's some sort of backwards targeting? Like it knows what dice it wants to hit and then brute forces its way to see if it is possible from it's current state? Or maybe it's just brute forcing from the current state forward and picking the best result. I would like to know what method you use.
The only thing I had troubles with was clicking on the square behind another dice, but I guess your hotkeys probably helps with that.

Great work!

Developer

Yea just brute forcing all the way. 😅 Checking all the possible option combinations up until throw and from those picking a random option with the highest knock out target.

Submitted

Polished and really fun to play. It feels super satisfying when your plans go the right way and when the other side rolls higher dice, it surprisingly doesn't feel unfair for me. Overall a very well-designed game and I absolutely love it!

Developer

Thanks! ❤️ Yeah I thought that it wouldn't feel too bad either as both sides are playing by the exact same rules. Well the enemy does get better dice in the end but the AI not playing at all perfectly kinda balances that out. And the even if you get completely wiped out without any chance of fighting back, you don't really lose anything and restarting is quick.

Submitted

First of all, Kudos on the visuals. I love goofy animations and the music, it does really set the tone for the game. The gameplay is solid too, a unique twist to the tactics game genre. I can completely obliterate my opponent with the RNG nature and good placement (although the same can be said about the opponent ) 

Submitted

Very cute game! I love how when they celebrate and jump is how they reroll haha 

Submitted

Very, VERY well made and polished game, its amazing! Gameplay-wise I think its a little unforgiving and too much luck based, you get bad dices, you lose, thats it. Maybe add a way for players to counterbalance bad luck somehow, maybe bad dices allow you to move 2 squares instead of one, idk. Anyway, great great submission, congratulations!!

Submitted

Great polish and presentation. I had some troubles with the UI blocking my view, and I feel like balance could be improved a bit. Its annoying when you get wiped out in one turn without a chance to fight back. I loved the puzzle movement aspect of it, of getting the ball to the best die for the job. Good job.

Submitted

This game has a great vibe, really well polished and presented. I really love the simplicity and the  set-up-and-spike rhythm that the passing mechanic gives, something about it is so satisfying to me. The donk mechanic was a neat touch, and it really had me pining for more systems with which to manipulate the dice and play defensively until the rolls were in my favour.

I also have to agree about the team colour comment - I was irrationally upset that those yellow D6s turned against me!

Awesome work overall, I really hope you keep working on this or something similar - it's really captivating!

Submitted (1 edit) (+1)

Great job — as always your games are second to none in terms of juice and polish!

The good:

  • Graphics, audio, animations. Everything is bouncy and the UI is responsive and has character.

  • I really liked the passing mechanic, and the “bonk” mechanic once I realized how it worked. There’s a good amount of strategy for planning out moves while making sure you have your best odds of reducing damage the next turn.

  • Your team slowly gets more and more hats

Areas of improvement:

  • The UI for passing and throwing could be better. There was at least one time I got confused which player was holding the ball, and at least one time I clicked “throw” on accident while trying to pass the ball to the player ahead of me (lost me the finals too!)

  • Obviously the die rolling is a central mechanic given the theme of the jam, but there were times it felt pretty bad — especially given that there are certain enemies that are literally impossible to kill/block if they get slightly lucky. I’m not sure if you had some behind-the-scenes logic to help the player out on the RNG, but if not that might be a way to help a little. (Something like power-ups, such as shields or damage multipliers, might help give the player more tools to fight against the odds as well)

  • I think this might be a game where having really good enemy AI might actually be a bad thing. There were a few times the enemy AI pulled some crazy maneuver to take out my highest numbers that involved a four or five member pass, and proceeded to wipe my team in one turn. Given that the enemy’s dice are so much stronger than the player’s, maybe it’s okay if the AI blunders a little more often.

Honestly all of those are pretty nitpicky in the scheme of games made in 48 hours. Amazing work!

Developer

Cool, you actually noticed the bonk mechanic (exactly the same name I called it in code too) and the correct use of it. The bonk failing the throw was there pretty much since the beginning but it was actually quite a late addition to add that re-randomization to it too making it a (pretty much the only) defensive tool.

Yeah definitely the pass/throw UI could be better. Just not quite sure how. 😅 I myself too did quite a lot of accidental bonks while trying to quickly pass to the other dice right on front. I guess one easy improvement at least could be to tweak the throw button placing so that it doesn't cover other dice so much.

There is no nudging on RNG going on at all so yeah, the bigger dice are obviously outclassing you by a lot and you'll require some good luck to take them out (and not get one round wiped by em). I think for the current state of the game it's fine but if I were to continue it, I think I'd add more of a progression and skills etc which can balance out the odds.

The AI does indeed always pick the biggest die they can take out. It's not perfect by any means, at least it doesn't take bonks into account and sometimes loses track of all the passing/moving steps. I thought those (and the big advantage of going against D4s on the early stages) were enough to balance the AI. Usually I add some random chance for the AI to do "derp" and pick some option randomly which I can then decrease to slowly increase the difficulty but didn't feel like this needed that treatment.

Thanks a lot for the detailed feedback! ❤️

Submitted

Everything about this game is just really pleasant and enjoyable. Good work all around!

Submitted

beautifully crafted game! its very fun to play! awesome work!!

Submitted

Took me a lil while to get the hang of it, but honestly was a banger :D

Developer

Thanks! Hope it wasn't too much to figure out in the start without any instructions. Decided it didn't need any as it's quite straight forward and simple really and starts off with such an underpowered opponent (from who you can also figure out what can be done).

Submitted

Great visuals and feel in the gameplay! Had a round where all enemies camped upper blocks and all my dice were dead on that line so had to just wait them out.. Then one popped out with a six and ko'ed.. :D

Fun times would dodge again! Great idea 👍

Developer(+1)

Yeah the ends of matches can get a bit campy and kinda slow. It's the biggest issue with the game I myself have but couldn't really come up with any good solutions how to improve it.

Really fun, I hope to see this in the Top 20 this year.

The amount of juice in this game is unreal!

Developer

Thanks. Yeah I do love juice. 😆 Usually in two day jams I aim to finish the game mechanically on the first day and then just leave the second day pretty much to just audio and juice.

Submitted(+1)

I love the idea and the presentation is fun like in all of your games. Was a bit irritated first, when in the second or third match there were dice in "my" color on the opponents side, but then got that the color is for the dice type. And it makes sense, that the team gets potentially stronger dice in later games. It's a tough decision whether you prefer to have team colors or say the teams are each on their own side anyways, I use the colors to better identify the dice types. From sports you're just used that each team has its own color.

Anyways, got a bit carried away: Fun game, great potential.

Developer(+1)

Yeah, didn't even come to my mind that the teams should maybe have different colors. All the dice were even the same color up until quite late on the jam and I did the color variations pretty much just to make D8/D10/D20 more easily distinguishable. I guess the game kinda lures you in with the notion of those being your and opponent's colors as in the first matches you're just facing D4s.

Submitted

Really fun game! Good art style and ideas and all around, and the AI is surprisingly good too

Submitted

Bit of a genius idea I reckon. I love the types of dice players determining their range of strength. Once I worked out how to play tactically, I really enjoyed it!

Submitted

Really good and fun game! Its a bit hard to understand at first, but after that really fun!

Developer

Yeah decided to not add any tutorial messages or such at all. Basics after all are very simple and you can really experiment on the first matches against an easier opponent, from whom you can also get some hints on what can and must be done.

Viewing comments 20 to 1 of 28 · Previous page · First page