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Dice Battler's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #375 | 3.875 | 3.875 |
Overall | #897 | 3.490 | 3.490 |
Enjoyment | #1315 | 3.156 | 3.156 |
Presentation | #1405 | 3.438 | 3.438 |
Ranked from 32 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?
Roll the dice to build stats to fight monsters
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
Super creative, a unique gameplay that is implemented well & very fun. Love that you have to account for both atk & def, because if you are not defending, you can lose valuable health points as there are no healing.
The presentation is nice & simple. Maybe you could add a bit of enemy's death animation and transition to the next enemy, so the game doesnt just go right back to the action. But thats just me, excellent job!
Thanks so much for playing! Your comments and feedback mean a lot :)
this was quite a fun game, however the sound-design could use some work. Like maybe some sound when choosing the dice?
and rip num6. never to be seen
Yes, I mentioned in other comments there was a bug with the 6 and my selector code. I will fix it post jam.
Thanks for playing, I didn't have much time at the end to make the audio a bit better sounding. I like the suggestion about different sounds for the dice! 48 isn't a long time and perfecting audio was not a priority in the last crunch.
This was super fun - thank you!
My only gripe was that sometimes I just couldn't get my mouse to "snap" to the dice I wanted and I would end up clicking a dice I didn't want, which took time that I did not have haha.
Super well done though, seeing such a polished game in a game jam is both inspiring and intimidating. =)
Thanks for playing!
Yes, I had some issues getting isometric tile mouse detection feeling 100% perfect during the jam. I had tried it before outside of a jam and it was a tiny bit smoother, but I was having a bit of trouble getting that feel just right in the time limit. I will definitely be trying to come up with a better solution after the jam for sure.
Thanks for your super kind words, it means a lot to me.
Echoing others who never saw a six, but I liked this take on mitigating RNG through on-the-fly decision-making! Awesome stuff :D
Yes lol, I have a Random.Range bug where I accidentally excluded six from the range I was using. I am guessing it was when I was coding in the early hours of the morning.
Thank you very much for playing!!
Cool idea and good execution. I like the artstyle and the mechanic that gives you some control over the randomness and risk. Just one question, i made it to level 9 but not once have i seen a 6 being rolled. Is it even possible? But with some post-jam polish it could be a fun little web game, maybe even multiplayer. Good job.
Now that I see it, I think I introduced a bug for dice spawning. I think 6 is actually bugged and either appears as the wrong dice OR never appears. I will fix that post game jam or redo the game and adjust a few things.
Thanks for playing!!
Looking at it now, I needed the random number value generation to be 1,7 not 1,6. The max exclusive prevents the 6 from ever spawning. That is a bug on my part (probably a late jam bug)! Thanks for playing though !!
Yeah exclusive and inclusive borders in random generation are easy bugs to sneak in, happens to the best :) At least it's an easy one to fix. And no problem lol, game is still fun.
I love this! Played with the concept of seizing the opportunity really well lol
Thank you! Your comment means a lot :)
Really nice submission! It felt a bit frustrating to wait for the dice to “pop”, but and the encounters get unbalanced after a bit (even if intentionally so because there is no endgame which… game jam, valid). That said, the need to quickly balance defence and attack while calculating scores, deciding whether to keep or try a reroll in a split second, all felt very satisfying and a cool idea
Yes, the balancing was definitely a struggle to come up with a solution that wouldn't take too much time away from getting a finished submission. I think there might even be issues with the dice spawning too lol.
Thanks for the feedback! :)
Some rounds were simply impossible, and I don't think I saw a single six the entire game. However, calculating the sums in your head while picking dice was fun.
Thanks for playing!! Yes, I think there might be some consistency issues with the dice rolling results. I never was actually able to finish a win condition so some of the ending atk and def requirements get a bit nuts lol.
Thanks for the input
Very interesting mechanics, thanks!
Thanks for checking it out :)
Neat idea! I've noticed a running theme of submissions that involve rolling attack/defense.
I wish the combat were a bit faster paced, after a while I felt like I spent most of my time waiting for the 15 second timer to hit.
You can actually click the sword to attack instantly and click the shield to defend. I was initially trying to implement an turn based attack feature, but I ran out of time with that. So, you can wait until the enemy attacks or do it yourself by clicking the buttons on the player card.
Thanks for playing!
This game looks very interesting but I found hard to understand mechanics even after reading how to play section. I always prefered to making an tutorial instead of making text to explain how to play. Maybe you can improve your game after jam. I would like to try again ^^ Nice work
Thanks for the input! Sadly, I had no where near enough time in the end to make a tutorial level or phase for the game. I guess that comes with the territory of doing everything yourself lol.
I will prioritize that for the next time I do something jam wise.
Thanks :)
I like look of the isometric dice in the center, that was really well pulled off. The gameplay felt a somewhat hindered by how far I had to look to see each set of numbers, as I would have to look at the far left to see my numbers were, the far right to see my enemies, all while manipulating dice in the center. It feels like a minor things typing it out, but it was a lot of necessary information too far apart for my liking. I do like how frantic it is, and when I got into the groove it was really fun!
Thank you for taking the time to play and for your input!
I totally get exactly what you mean with how far everything is from each other UI wise. I think if I had more time I would have gone with a much easier to digest UI.
Maybe in version 2.0 if I am feeling up to it...
Once again, thanks a bunch :)