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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 21 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.

Viewing comments 22 to 21 of 22 · Next page · Last page