I really enjoyed this approach to the idea of random powerups. Because of great visuals and animation, every motion felt great.
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Dice-O-Mania's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #613 | 3.905 | 3.905 |
Enjoyment | #839 | 3.381 | 3.381 |
Overall | #913 | 3.476 | 3.476 |
Creativity | #1970 | 3.143 | 3.143 |
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?
In this game you are a die, who can enter in dice cups to shuffle their platforming skills
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 created the vast majority of the music during the game jam
Comments
I liked the different power-ups, balancing could have been a little better (parts were just a little frustrating) Kudos on building your own assets! The die character was cute :D
Good job, I could see where you were going with the rolling mechanic. Obviously time is limited but in a non-jam game where it's fully fleshed out it'd work well.
The animations on the character's dash and slide added a lot of feeling to that action. Really cool! Rolling your powerups, and being able to use any combination to get through the platforming was a great take on the theme. Really well done!
Love the feel of the dash slide -- something about it really satisfying, perhaps in how quick it is. Does the game have an end or does it keep going on flintstone style?
Really fun game! I like the simplicity in it and hot it feels very game boy-esque.
Great game!! The platformer controls are excellent, and the pixel art is charming.
Very chill, maybe a bit too chill? It felt a bit empty, but I know it's hard to fill a level that's procedurally generated.
Good work!
nice game mechanics, jump feels good.
i was going to comment about the walljump bug, but then i saw your comment so i gave it another go.
half of the level design elements seem like they've been placed a bit arbitrarily; a lot of the blocks are just there as though they were only meant for decorative purposes. if that was your intention, i would recommend doing so with background tiles instead of tiles you collide with. i just feel like the level lacks enough testing and trickery to lure players into traps, but tbh that's to be expected when your game mechanics are randomised lol.
good job!
Thanks for the feedback! And yeah some of the blocks have some kind of decorative purpose but they are also meant to help the use of other possible combinations of skills, like helping to reach higher if you don't have the double jump or dash . I didn't have much time to really get the level design well so that it featured better uses for all the mechanics
This was awesome!
Wonder how much time you spent with level design! :D
Really good game. You used the theme very well and the art was amazing. Nice game!
Very clever with the procedural level sections, I was able to wander around a bit and get a blue cap. I think the background of the title screen with the floating cards could have been in the gameplay section to make it look more dynamic!
The game looks great and the procedural level creation that can be beaten in a variety of ways depending on the skills you have is certainly interesting. Amazing work!
This was fun! The movement and collision felt a bit wonky at times, but it was fun to just keep running and trying to see all the different paths I could take with the different abilities, and I eventually unlocked the white hat. Very nice pixel art as well, and I also liked the little touches like the infinite mode, being able to see your abilities on the pause menu, the little "ssshhh" sound when sliding against a wall, and the hat bobbing with the jump.
Thank you!
I really tried to get the feedback and player feel the best I could in these 2 days without leaving behind the main idea of the game
The collisions on the normal playmode got all buggy at the moment I uploaded the game, probably because when I updated the player prefab it didn't apply correctly in that scene.
I liked the mechanic of swapping out abilities with a roll of the dice. I however did find myself softlocked at the bottom right corner of the impressively massive level. One bit of suggestion id make is to tweak the hit boxes of the spikes as I found if I got too close without actually touching the spiked ends I would die which became frustrating. Great job.
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