Didn’t know what to expect and was pleasantly surprised! I love the graphics changing colors. I wish there was an indicator that you’ve been hit (make the character blink for a second?), I didn’t notice I lost a life many times.
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Cue Roll's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #93 | 4.070 | 4.070 |
Overall | #128 | 4.093 | 4.093 |
Creativity | #215 | 4.023 | 4.023 |
Presentation | #297 | 4.186 | 4.186 |
Ranked from 43 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?
The modifiers per event can get is completely random, offering a unique experience every time!
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
Comments
I love it! Might be the best "random things keep happening to you until you lose" game I've played in this jam. But the fish, oh, the fish is a run-killer, single most despised thing ever, jumping right from beneath me. I think the game would benefit from enemies telegraphing their intentions before appearing - a nuke displying its radius before it falls (because 5 tells me pretty much nothing), a horse appearing from a random side but showing which one for a second, and of course a position where the fish will jump and which direction it will face. Meteors are really nice as they are, just a constant barrage of well-telegraphed obstacles. I really love the presentation, sounds and music!
Thank you for your comment! There are some thing i want to make clear though;
- The fish has been adressed countless of times (to the point that it has a cult following in my friend group), it will get nerfed on the first major update in the form of an indicator that appears before it jumps out of the water
- I thought about the nuke displaying its radius after a while i published the game, i havent expressed that vocally but it was something i was going to try out and see how it did, but thanks for commenting on it, now ill actually consider it!
- The horse ALWAYS comes from the left, however the amount of turns it has decides whether it returns and dashes back and forth again. The numbers on it are kinda janky/the text doesn't explain it very well on second thought (even though the text says itll turn around 1 time it dashes through the screen once and disappears without dashing), so i will be playing around with the horse and how he behaves/telegraphs its attack. There is a sound cue though that indicates the horse dashing again, you hear a gallop at the side itll return from before it dashes, but i understand that may be hard to without looking into it
There are updates under way, and all the issues that have been adressed by you and other players will be attempted to be resolved in one way or other. Thank you for playing, im glad you enjoyed it!
This is really nice! The patterns are fun to dodge and it looks and sounds great! The randomness is not uniform (in fact it's mostly the opposite), which doesn't feel very fair and can sometimes lead to uninteresting runs. Overall though, big congrats, especially considering this is your first jam!
More event numbers are planned, same as making the current events more polished (mainly via particles and rebalancing without changing them too much), i hope that fixes those uninteresting runs!
The randomness is pretty much the core of the game (the jam, rather) so there isnt much i can do to fix it generally, but i will be attempting to balance it by giving some events a greater chance of having lower rolls (being some events having a greater chance of using a d4 rather than a d6, so the numbers they get are generally lower), and there being beneficial rolls (roll X for that much HP, screen is X times bigger for more room to dodge etc.)
Thank you for playing, a year of working on my programming ability to FINALLY release a product has been well worth it!
I believe there are ways to make it fun and diverse while still having the randomness uniform and fair. For example, when you roll a six for the knifes, there could be six knifes every 10 seconds, but if you roll a one, a knife could appear every 3 seconds! Stuff like that. I think the fish is actually fairly good at this, since I'd say it's about as difficult no matter the jump height – but it still changes how you approach the enemy!
It's for you to consider though, don't forget it's your game ;)! So do what you think is going to be the most fun.
Pretty good idea! I have something kinda similar myself with these periodical events that makes the game harder. My game's style is kinda similar to yours.
The game looks very nice, sounds arae amazing. However, there is one thing that makes me kinda frustrated - the fishies. The ground is too close to the bottom of the screen, making it very difficult to dodge the fish in time - if they spawn directly below you, you pretty much lose 1 life.
Scaling up the arena by 2 times might make it a lot more managable. Still, very solid entry.
(tbh I think I should enlarge my arena as well xD)
Thank you for the crisitizm!
The areas size was originally intended to be changable with a dice roll, the foundation of that is currently within the games code, however due to there being only 5 events i figured it would just get rolled over and over again, which could make everything confusing. It was one of the two scrapped events, the other being roll X for health. With more events for the future, i will definitely add them in since that issue will be redundant with the inclusion of more events
The fish is also planned to have a more clear indicator so you can react to where its going to jump out, which i believe i mentioned in these comments alot
Thank you for playing!
Very simple yet fun game! And very fitting sound effects. The only thing I would have another think about is the font. It wasn't always easy to read
I expected the random mechanics to be annoying, but it actually was really fun. I love that they stack, makes it more chaotic then some of the other games that have random mechanics. Great game, this could totally be updated later and would be really fun!!
This is so much FUN, I love stuff where random mechanics stack on top of each other to create insanity, and this is plays well, looks great, wonderful job here!!
I love how you incorporated the theme into this game. The randomness makes it harder, but in a very fun way. I don't really have anything negative to say about this game. It has a simple but fun concept, and looks and sounds solid!
I really love that the rng in this one doesnt feel unfair, we saw many use random dmg or character stats. Making the waves random and making it known to the player feels soooo great.
Art is great, reminds me of Downwell :)
I don't even know what to say, amazing visual style, fun and addictive gameplay, gets quite challenging when you play for a bit. Loving it!
Great style, smooth and cohesive, crazy hard in a fun way and always delivers a different experience (but doesn't ever feel "unlucky", at least to me). Amazing polish too - Seriously great game for only 48 hours!
If you continue with it, I wonder if there could be some reference to what has been rolled previously. I found myself forgetting eg how many times the horse would go back and forth so I ended up just reacting instead of planning my tactics after noting what rolls I got
The game is fun and it looks and feels good. It does get ridiculously hard if unlucky with those rolls.
I adore this game. It’s so simple but damn addicting. While many of these jump-and-run-survival-games are very reactive and only challenge your speed (which doesn’t have to be a bad thing), this one gives you all the information you need. Also the challenges go well with each other so it never feels unfair even if you get bad rolls.
Sounddesign and visuals SLAP. It’s great. I was happy the moment I saw the title screen and heard the music.
One problem I have though: The main mechanic of the text preempting the stuff that’s going to happen is not readable if you’re further into the game and stuff is flying your way. I don’t know if you could phrase it better for new players, but one obvious change would be highlighting the changable factors (like: “ *2* Daggers are going to stab ye’ to death now”). A little colorchange or something will make it easer to understand it when you’re running and jumping for your life.
Still, I love it. It’s a perfect gamejam game. Well flippin’ done!
Another very big review, im intriqued! Thank you for all the kind words!
The text will already recieve some change when the first polished update releases. The text especially recieved alot of complaints as being unreadable, and having a small particle effect behind the number that the player just got was planned, but scrapped due to time constraints forcing me to scrap all particles in the first place. Updates under way! Hope you like them just as much as this version!
This game is incredibly polished. Its fast, fun and looks like a professional game. Very nice!!
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