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A jam submission

DiepoundView game page

Roll the dice, land with impact.
Submitted by LightPotato — 2 hours, 47 minutes before the deadline
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Diepound's itch.io page

Results

CriteriaRankScore*Raw Score
Top Marks#1n/an/a
Enjoyment#134.4144.414
Overall#494.2644.264
Creativity#1354.1384.138
Presentation#2474.2414.241

Ranked from 29 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?
Your jump distance will be determined by dice rolls

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

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Comments

Viewing comments 22 to 3 of 22 · Next page · Last page
(+1)

Got a highscore of 301, really wish there was a global high score to try to beat. 

Submitted(+1)

This is really cool. Very satisfying once you get used to it and can start looking to hit multiple enemies with one jump. The slight cooldown after jumping incentivizes this strategy. And it's good design when you the optimal strategy is the fun strategy.

You have a slight 'bug' with your movement. When moving at a diagonal, you move faster. If you want to fix it, do .normalize() on your input vector. Although I kinda got used to it so I knew I could move slightly faster and optimize my movement if I used diagonals. So if you were to fix this, you might have to boost the move speed to keep the feel of the extra speed the diagonals give you.

How you mixed the rolling with the ground pounding really helped the flow of your game. I've seen some other games have a long roll animation so you have to wait for the animation to finish before you can make plans based on what was rolled. So to coopt the rolling and the attack animation where you are invulnerable really makes the most of the rolling downtime. And when you land, you've killed the nearby enemies and know your next range so you can get to lining up your jump.

The enemy spawn indicators is a good idea in general, but this game pulls double duty with them. Because your attack takes some time for you to fly across the screen, you can try to time your landing with the enemy spawning which feels great when it works out. It also partially alleviates the problems of a ground pound as an attack - the enemies might move while you're in the air. So it's handy to know where they will be in a sec when they spawn. It's noticeably harder to hit the enemies that you didn't spawn-camp. The ! vs !! is a neat touch to give the player a bit of info about what enemies are spawning so you might prioritize an enemy spawning farther away if it might be a scarier enemy.

A weird thing I noticed was that I got very tunnel-visioned on lining up my jumps that I basically ignored/didn't notice enemy attacks. So I wasn't really dodging stuff, just getting lucky and being airborne most of the time. Not that there's anything wrong with the attacks visibility-wise, just an odd observation I had.

Developer

Thank you for such a long and detailed feedback!

I didn't notice the diagonal movement bug until now, it shouldn't mean it lands faster cuz it uses coroutine with set amount of time for diepound mechanic. I noticed that it jumps slightly further than indicated range, and it doesn't only happen on diagonals. I should patch that, thanks for reporting the issue. Also I didn't know about normalize() until now, would learn about that later

The tunnel vision issue is maybe caused by all enemies having same bullet sprite, I wasn't sure about that problem but guess it's necessary to fix.

Lastly thank you for your compliments, it's nice to hear that :)

Developer

+Sorry for misunderstanding, I thought the diagonal movement issue was related with diepound but it was related with normal movement

Submitted(+1)

I don't think the tunnel vision issue is something to fix. It was just something I noticed was happening with me, but wasn't caused by the colour of the bullets or anything. I was just thinking so much about lining up jumps that I was ignoring the bullets. That's also partially because I knew when I was jumping, I was over top of them and when I landed, bullets were destroyed so in either case, they weren't really affecting me so I could ignore them. So it's not something to fix, just a weird emergent property of the game I thought was neat. It's just something you need to think about a bit more as the game gets harder. And I think most ways to try 'fix' this issue that I don't really think is much of an issue would make the game less fun.

For the movement, when you move right, your movement vector will be Vector2(1, 0). When you move up, it will be (0, 1). The length or vector2.magnitude() will be 1. But of you're moving up and right at the same time, it will be (1, 1). The length of this is 1.4. Use Pythagorean theorem or vector2.magnitude() to check. Then this number gets multiplied by move speed and that's why you move faster. What vector2.normalize() does is cap your vector's magnitude at 1. So after you normalize, it will look like (0.747, 0.747) which has a length of 1. And your right vector (0, 1) will be unchanged because it already has a length of 1.

Submitted(+1)

5 start on tutorial.

Submitted(+1)

This game was very fun. The enjoyment you get out of killing the enemys is very great, and the animations are smooth yet not distracting

Submitted(+1)

Fun concept, awesome implementation 5/4/5

Submitted(+1)

Really enjoyable Entry. Controller feels very nice and juicy. Mechanics were sound and seemed fair. Had a lot of fun pounding about. Very nice game. Good Job.

Submitted (1 edit) (+1)

Had a lot of fun playing this one~
If could only manage a measely 72 in the end
Great job!
now one last try at a high score
(edit: 138 now \o/ )

Submitted(+1)

I think you knocked it out of the park with this one, I had a lot of fun, great job!

Submitted(+1)

Love it, really polished, instantly clear. I wish there would be a bit more to do, maybe some pickups, and also hitboxes are to unforgiving for a bullet hell, but overall I really enjoyed it, good job!

Developer

I noticed it too late that hitbox is larger than intended, glad you enjoyed it nonetheless :)

Submitted(+1)

I really adored the presentation of this one, and the arcadey shooter gameplay was super fun. It reminds me of some of my fave bullet hell games from back in the day, but with the aesthetic of rez. Nice work!

Submitted(+1)

Now this was a good find. Awesome, awesome job. Brilliant idea from the theme and brilliant execution. 

The moment it clicked that my role dictated the jump distance it all came together. Satisfying, juicy, crazy responsive and fair, even difficulty choices? I don't really have much to say - except that it could definitely be continued after the Jam. Thank you for the gem. 

Submitted(+1)

One of my favorites so far. Well polished, challenging but fun gameplay, and the music goes well with the trippy visuals. Well done!

Submitted(+2)

Wow! I genuinely had a lot of fun playing this game. The controls were just right and it was a blast to hop around and smash enemies. It was really fun to try and get multiple enemies in one jump. Very very fun game, great polished entry!

Submitted(+1)

I like the concept and the visual.
I had fun and at the same time it made me angry
Good work <3

Submitted(+1)

Your games are so good! Smashed it again with this entry! I'm a fan!

Submitted(+1)

Looks and feels great! The music was a bit loud, but it's not that big of an issue

It took me a few jumps to figure out that the jump distance is linked to the number on your die and that you essentially roll a new distance with every jump. Really cool concept and really fun to play!

Submitted(+1)

Cool game, like hypercasual or arcade. In the beginning it require some mastery to get used to, But then fun is starting. I enjoyed this game

Submitted(+1)

Really fun game. Loved the gameplay and the art!

Submitted(+1)

Nice level of polish, but need more content. I think you can try and develop more of this even if its not necessary the dice theme. Good Job!

(+2)

I would pay money for some type of full version to this game but as it is right now this is a really fun time and I'm definitely gonna be playing this for ages, full five stars

Viewing comments 22 to 3 of 22 · Next page · Last page