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The Walking Die's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3855 | 2.412 | 2.412 |
Enjoyment | #4163 | 2.059 | 2.059 |
Overall | #4172 | 2.196 | 2.196 |
Presentation | #4371 | 2.118 | 2.118 |
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?
The Game has completly random elements and will spawn enemies depending on a random number between 1-6
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
Alright idea, liked random amount of enemies concept. The pun name with zombies was humorous too. Wasn’t a huge fan of the lack of explanation that I was supposed to be destroying graves to spawn the dice to kill though. Also a prompt about using enter on the main menu would have been helpful. Still it was enjoyable, keep it up!
Thank you for the feedback! I was really rushed at the end of the jam so when it came to the how to play and controls part, I had to quickly rush something out to be able to get the game submited on time.
The aim had no accuracy, forcing you to walk up to the grave. This made it seemingly completely impossible to beat any of the three levels. The dice also seemed to have no impact on the game outside of the enemy sprites.
Agreed. Near the end of the jam when I exported the game to HTML5 lots of bugs apeared last minute. Some were game breaking and others were mildly infuriating. In the end I decided that randomly dieing to invisible enemies over and over instantly after restarting a level was more frustrating than the aim being slightly off. The levels were made so that it would be hard maybe even imposible to get all the graves so that you had to stratergize the best route to geting the most graves and score. Most of the dice themed parts of the game were behind the scenes and in the code. Looking back these things should have been displayed better to the player. For example the fact that the enemies will spawn in random numbers usualy from 1-6.
Interesting Idea. Ten Seconds isn't a lot of time but I guess that adds difficulty for getting a high score. I just found it frustrating that I couldn't shoot straight most of the time.
Interesting game... The game was hard, and I didn't understand the objective at first, but I was able to play eventually.