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A jam submission

DiceTreasureView game page

Play with the dice luck and try to get more money!!
Submitted by Ahmadabd
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DiceTreasure's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#15753.0423.042
Creativity#21553.0833.083
Overall#24252.8892.889
Presentation#33562.5422.542

Ranked from 24 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?
Player action is determined by the Roll of the dice

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

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

Submitted

A 2 player party game! The mechanics were great. I really had fun playing it. But I think you forgot to disable the filter an the assets.

https://stackoverflow.com/questions/43317931/unity-2d-art-is-blurry

Also I think the game crashed when the timer went to 0.

Submitted

The music creates a great and fun atmosphere and I love the fact that 2 people can play together. Unfortunately, as others say, the game crashed for me too :(

Submitted

Good choice of music and interesting idea making this a bit competitive.

Submitted

The music was nice but the player was blurry and the game crashed when the timer got to 0 :/

Submitted

Ha! The music got me! really nice. The mechanics are interesting and well done! Had fun playing this game! Well done!

Submitted

Really nice concept for a game, actually really fun to play co-op

Submitted

nice game! its fun to see multiplayer games in this jam so good job on implementing that feature

Submitted

Good job ! unfortunatly the game crashed mid-game ! nice concept tho !

Submitted

interesting concept, but the game crashed for some reason

Submitted (3 edits) (+1)

I like this entry! There is definitely something about it.

Miscellaneous comments:

  1. The controls (for player 1, at least) are QWERTY-based, but do not adapt to other layouts, which is (once again, your game is far from being the first and I expect it to be far from the last XD) taxing for an AZERTY keyboard, for example. This did not help me in the beginning when I was trying to figure out how to play: adds confusion to the confusion! I know it’s easy to forget this, but be aware that it is possible to program keys independently of the layout, which is a nice feature. ;)
  2. It may be me, but I was confused by the picture depicting the Space key and thought at first that it was a hyphen (-), which left me wondering if I had trouble finding the right key because of aforesaid QWERTY problem… Then I looked better and realized the drawn key seemed longer, so I suspected Space and it worked. I would advise drawing the Space key a bit longer, and even writing ‘SPACE’ so as not to take chances. ;)
  3. I like many details, including how the timer number dilates at each beat. :)
  4. I see you implemented some player-like AI, it is not that common! I am curious as to how the AI dwarf is programmed. :)
  5. It took me a bit of time to understand that you just have to move to an appropriate spot so that the action you earned auto-activates. Maybe you could make the description a bit more specific? I may have been at fault for not getting it quicker, though.
  6. Does this part of the description match some mechanic I missed? (Sorry for being such a bore today. XD)
    but don't leave it to chance when you can play with the odds by flipping the dice without anyone noticing!
    I tried switching actions at the end of the dice roll, and it may have worked, so would that be it? And if so, does the possibility depend on whether the other dwarf is oriented towards your side?
  7. When the timer reached zero, there was a front panel displaying the following error; has this happened to anyone else?
    An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: RuntimeError: indirect call to null @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[6288]:0x2081f3 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[19897]:0x84c158 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[19898]:0x84c3b3 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[45099]:0xea2970 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[40980]:0xdbcca5 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[7863]:0x2a6399 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[29491]:0x9fe032 invoke_iiii@blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5:3:376312 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[1447]:0x7d695 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[18795]:0x831156 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[710]:0x508f7 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[10838]:0x439378 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[39104]:0xd7dadc @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[15724]:0x5d258f @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[32383]:0xa7e096 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[18675]:0x826c70 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[18675]:0x826ce1 @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[14819]:0x52fd1f @blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5 line 3 > WebAssembly.instantiate:wasm-function[29482]:0x9fdf00 browserIterationFunc@blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5:3:208033 callUserCallback@blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5:3:161231 runIter@blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5:3:162507 Browser_mainLoop_runner@blob:https://v6p9d9t4.ssl.hwcdn.net/8c7e8c4e-ecdb-4154-b07a-b308d844b8f5:3:160766
  8. I wonder what happens when the two dwarves get the same action at about the same spot; how is the concurrence resolved? The dwarf that got the action first gets the priority, I guess? Just want to be sure.
    By the way, it could be an interesting mechanic that when two dwarves get into such concurrence, something happens (such as: they are denied the resources, or they have to roll a dice to know who gets them…). :)
  9. One very small criticism: aesthetically, some elements are clear while others are blurred, and I feel this creates a small visual disharmony. Not anything really damaging, this is a bit of nitpicking, but I did notice it, and since you chose outside assets, I think it was easier to make them match carefully (I would have been more lenient should you have created them by yourselves).
    Update: seeing some other comments (by Nanto and Kizilejderha), it is apparently only because of a small mistake about filters settings, so I may take this into account! Second update: actually, I would have one question: did you set the filter(s) this way because you could not properly render everything owing to your mixing of different graphic styles, or was it a mere blunder? In the first case, my criticism holds, in the second, it does not.

The concept is definitely interesting, and choosing some kind of fast-action minigame sounds fitting. (Were you inspired by Mario Party, by any chance? X)) I agree with Spainmail that you would need some more directions as to what happens, otherwise, it can get confusing (and it’s even worse in AZERTY, trust me. XD I tried playing the second dwarf, but then the 0 key did not respond…)

Developer(+1)

Thank you Mossieur Patate, really do appreciate the feedback.

1. I didn't take into consideration the AZERTY keyboard ); I would assume the best thing to do is add a way to change the controls right? how do people usually solve the issue of multiple keyboard layout support? and is it possible to specify location on the keyboard and not a specific key?

2. the space key took me so much time to do, I tried making it longer but with the blur it resulted in a really bad looking button xD, tried editing on the sprite after that and it went horrible :). In the end I should have went with 'SPACE' as you said ;D

3. thank you!

4. It is the dumbest way you might imagine xD, move toward the closest target -> roll until you get the target -> move again

5-6. I wanted to add more feedback but didn't have time D; Hopefully after the jam ends I am going to update the game and solve this.

7. this is happening to everyone, submitting last minute always result in these issues D;

8. that is a cool Idea I am going to test it out after the Jam ends for sure.

9. it looks like the sprite filter is fixing the the blur issue.

Thank you for the kind words.

Submitted

Thank you for your answers! I am always interested in behind the scenes. :)

1. I didn't take into consideration the AZERTY keyboard ); I would assume the best thing to do is add a way to change the controls right? how do people usually solve the issue of multiple keyboard layout support? and is it possible to specify location on the keyboard and not a specific key?

I am not sure what the most common way is, but my opinion is that the most simple solution is to use the physical locations. I do not know how to do it in Unity, although there is probably a way directly in C# (as this is a mere low-level I/O question). In APIs such as those of SDL2 or Love2D for example, you have access to functions for looking at the key placed at the same physical location as some QWERTY key, so it’s very simple.

Custom user key binding sounds fancy and overkill for a simple little game. ;p But I guess it is easy finding libraries/assets that already implement this if you really want to, or make it yourself.

5-6. I wanted to add more feedback but didn't have time D; Hopefully after the jam ends I am going to update the game and solve this.

So, you mean there is a ‘flipping the dice’ mechanic, but that it’s just not noticeable? Good idea, anyway.

8. that is a cool Idea I am going to test it out after the Jam ends for sure.

Ah, thank you! :) I realize this looks a bit like Quake III Arena when you run into an item and the other player gets it. ‘DENIED!!’ (deep voice) XD

9. it looks like the sprite filter is fixing the the blur issue.

All right then, I believe in your good faith; you just won one more lucky star. ;)

Thank you for the kind words.

No problem; commenting/reviewing seems to be one of the most important part of the whole game jam process, to me. I wish more people would engage in reviewing and not desert overlooked games. (Yours is not, thankfully, but I found interesting things in few-vote submissions, including some great games.)

Submitted(+2)

I think this game can be great with more polish. Unfortunately, the sprites in the game look very blurry. This is because the wrong import settings have been set in Unity.



In pixel art games, make sure you always set:
Filter Mode -> Point (no filter)
If Format is set to Automatic -> Compression -> None
You also can set the Max Sizebut that's really only important for big games.
In order for the pixels in your pixel art to have the same scaling, you have to decide on the PPU (Pixel Per Unit). But I've already seen that some leave it at the default setting (100). Personally, I always set the PPU to how tall the player character is minimum. I note that the PPU must always be a power of 2,  if you want one of the more common 16:9 resolutions. Otherwise half pixels will be displayed. The PPU should then be set the same for all sprites. You can also check out Unity's Pixel Perfect camera.There are a lot of good articles on the internet too, who explain that better than I do in this comment.

Back to the game. I think the rolled dice disappear too quickly. I would like to roll the dice once, then pick up my item and then roll again. For balancing reasons and to make the game more exciting, you could reroll the dice. Unfortunately I didn't have a second player just now, but I think this game would be a lot of fun with two people. Overall i think this game has potential. Looking forward to see a post-jam-update.

Developer(+1)

Thank you very much!! I haven't worked on pixel-art game before add didn't know that the filter is causing the blur issue, I tried removing the filter and it looks way better than before.

I always set PPU to the size of the image so that the image takes one unit of space in the game, I do that to simplify the math xD, I don't know if it is good or bad though. and I didn't know about the power of 2 thank you.

(+1)

Good Job.

Developer

Thank you, hope you enjoyed playing the game

Submitted(+1)

The loop of getting in a good position, rolling for an ability, then rushing to the closest place in which you can use the given ability is pretty good. Visuals look all blurry, which can be fixed by turning off filters on the sprites. The game crashes when a player wins, but it's not that big of a deal.

Good game overall

Developer

This is my first pixel-art game and I thought that I needed to do a shader to remove the blur from the art.

Thank you very much for letting me know that it is the filter that is causing it, I tried removing it and it looks way better :D

Submitted(+1)

What was that, haha. Funny one, good job)
Sadly I had a bug in the end. Text said something about "null function", but yet I still got some fun from playing it.

Developer

Thank you, glad you had fun playing the game!

Submitted(+1)

This game has potential! A thing which could improve it is a bit more instruction at the start, or maybe some contextual information about what results would help you based on your current positioning.

All in all good effort, congratulations on finishing the jam!

Developer(+1)

Thank you very much for the feedback.

seems that I forgot to add instructions ;D