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A jam submission

d-FOURView game page

dicey golf
Submitted by cakemonitor — 1 hour, 55 minutes before the deadline
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d-FOUR's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#25492.6472.647
Creativity#26912.8822.882
Overall#30062.6672.667
Presentation#35292.4712.471

Ranked from 17 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?
It's a golf game but with a dice rolling mechanic instead of the more common 3-click swing meter

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?

Yes

We created the vast majority of the music during the game jam

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Comments

Even if it isn't finished I had lots of fun playing it. Mechanics are very good and controls are satisfying

Submitted

now the d4 is someone elses problem

Submitted

When it clicked, I had a "ohhh that's a great take on golf". It maybe makes golf objectively worse, but it's also a lot of fun. Great job!

Submitted

Nice interpretation of the theme, surprisingly similar to real life in how the ball just doesn’t go where you want it to :)

(1 edit)

Never seen this combination before - very creative. Took me a bit to figure it out, but I eventually found myself enjoying running around and trying different club/die combinations and trying not to over-shoot until I was able to get it in the hole. I like the physics as well.
(NOTE: There was a situation where when standing still, the view would want to rotate to the right, ever so slowly. I'd nudge the mouse left slightly and it would "stick" and stay still.)

Submitted

Interesting concept that you are partially in control of a game of golf, but can't always control power/elevation. Interesting prototype.

Submitted

Nice, didn't expect golf. There's a weird glitch with the mouse capture where the view constantly rotates slowly right.

Developer (2 edits)

Huh, that mouse capture issue is weird. It was a last-minute addition because I'd been capturing the mouse on start-up while testing on desktop, but then I learned mouse capture has to be handled differently for HTML5 (see 'Full screen and mouse capture' here). Essentially, you cannot just capture the mouse whenever you like, but instead it has to happen in response to an input event, e.g. a click. So I now have the following code:

public override void _UnhandledInput(InputEvent @event)
{
  var click = @event as InputEventMouseButton;
  if (click != null)
  {
    Input.SetMouseMode(Input.MouseMode.Captured);
  }
  
  var e = @event as InputEventMouseMotion;
  if (e == null)
    return;
  
  RotateY(-e.Relative.x * turnSpeed);
  
  float deltaPitch = -e.Relative.y * turnSpeed;
  if (_pitch + deltaPitch > 1.5f || _pitch + deltaPitch < -1.5f)
    return;
  
  _pitch += deltaPitch;
  _camera.RotateX(deltaPitch);
}

My last-minute change was adding the first 5 lines inside this function i.e. relating to `var click` and `SetMouseMode`. It works fine on desktop and I cannot see a reason why this change should cause issues with slowly drifting rotation.

After your post I tested it for myself but in my case the view slowly rotates downwards (instead of to the right as you found) - but only when the mouse is captured and only intermittently.

If anyone has an explanation for why there's an inconsistent rotational drift but only in HTML5 and only after capturing the mouse, then I'd love to hear it!

Thanks for the review by the way! :)

Submitted

Shame you weren't able to add levels and such and such.