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Cheatin' Steve GMTK Game Jam 2022's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1348 | 3.389 | 3.389 |
Presentation | #1715 | 3.278 | 3.278 |
Overall | #1757 | 3.130 | 3.130 |
Enjoyment | #2355 | 2.722 | 2.722 |
Ranked from 18 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?
You use and rig the dices to get special abilities
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
I think the collision issues are resolution-dependent. Great concept, would be a good game if I could play it.
Neat idea to be improved upon. This can be a fine casual jump and run game maybe with some story in it. Who knows.
Stay crunchy.
The intro level was a great little tutorial on the basic premise (though I'm not docking points for this, I do want to note that the singular form of dice is die and the plural is dice; "dices" is incorrect. One die, many dice), but the very next screen we're basically tasked with getting past a bouncer without any information of what the other faces of the dice do, only that two pips equals super jump. Little trial and error, hitting G to quick reload the map until you figure it out, okay. Little janky since it wasn't taught, and there's so far always been chewing gum available to forcefully choose the result, but not that big a deal since it's such a short screen. However, very next screen has some serious geometry issues due to being made so tightly packed, and if you fall down to the bottom area, you get stuck and cannot climb back up, forcing you to hit G to reset the level needlessly. There's also a space to the right that looks like you should be able to walk into it that has a solid wall there instead. With no other challenge here other than the simple platforming to get to the door(not even a die to roll), it feels like a hastily thrown-together transitional room just to pad out the playtime needlessly. The next map is where I actually closed the game in annoyance, because there is a piece of chewing gum above where you start, and platforms that look like you can easily jump along; great visual cue to explore a bit with roots in games going back to the NES era; unfortunately, the issue from the previous area shows up again, with several of the platforms having very bad hitboxes, and the nub sticking out of the wall on the left not actually working; it's a solid wall above where it shows it should be air. After attempting the jump a dozen times with varying distances, just to see if maybe it was the block above the platform beside it that was interfering, I just had enough of the annoyance and stopped playing.
Overall, the theming with the casino design in the backgrounds was great, but the gameplay needs a lot of tuning to get to a state that I'd call good; the jump was very stiff yet floaty at the same time, which felt quite awkward, and though it could easily be gotten used to with a little practice, never lost that feeling of awkward stiffness. The actual level designs beside the background casino theming elements also felt lacklist, being just rounded red brick-like shapes that had weird physics at their edges (I assume the rounded edges had semi-accurate hitboxes and so you'd slide down if too far off the edge?). Music choice was real good, though, so it bumps it up a little bit for me.
That is some constructive crticism and you're right about everything, this was our first game jam and we had many issues while doing the game and for some reasons the collision issue only appears with some people, I personnally don't have it but the artist does, some other don't and when we found out that there was some serious collision problems, we already had submitted our game with 10 minutes left. I wanted to precise that we aren't native english speakers, this explaining the error of typing "dice" instead of "die". I also completely agree with you on the bad levels, we had 2 hours left and the only level was the tutorial that i made in the very beggining so we rushed our levels and we are very upset about it. The second screen was made purposefully so you learn what number does what, i understand that this isn't the best way to do it but i think it's still better than a big wall of text. As for the movement is found it pretty responsive and good but it seems like everyone has their own preferences.
Again, I completely agree with everything you said but i just wanted you to know that if we had a bit more time we could have made some really interesting levels and be overall less buggy. Thank you very much for the very detailed feedback !
Frankly, a lot of native English speakers get the difference between "die" and "dice" wrong, until they're informed otherwise directly, so I really don't blame you for that.
The movement on the ground was fine, and I think the issue with the movement in the air was more about the hitbox interactions, looking back on it; that would definitely make me feel they're stiff and unresponsive if there's more blocks where there were hitboxes that you collided with that wasn't meant to be there.
I do think that there's a lot of promise here, and I think you could do a lot of neat stuff. Looking forward to what you do next.
Even though I have seen this concept in other submissions a lot, I like this one the most because of the whole 'cheating context'. Polish is on the 'ok' side but for a game made in 48 hours you did a great job
great Art
Original idea with some great art/sound :D
I think it wouldn’t have hurt to have said what the sides do ahead of time; I just ended up having to replay the second level to learn them all as I’d get stuck for picking wrong :/
But once I’d got to grips with that, I had a lot of fun :D
The second level was designed intentionally so you test every sides and learn them but i can understand that you didn't like it because it was a bit repetitive. Thank you very much for the feedback !
Thank you for appreciating my artwork !
The game and art are great! I also really like the game concept. I just wish there was a hint on which number does which ability.
Like having the art of the face having something in common with the ability ? for example the 4 turns you into metal so the face is in metal ? that's actually a great idea if you meant that, noted and thank you very much for the feedback !
Nice once! Finished it! but I always used the gum to cheat the dice, it seems perhaps it was too easy to get it each time :)
Glad to hear that ! But yeah you're right we could have done way better levels but it was our first game jam and didn't manage time very well, this leading to poorly made levels instead of true puzzles and choices to make
i really liked all the unique upgrades! i think making it more intuitive about which upgrade does what and which one you need would make it even better, but fantastic job!
Noted ! thank you very much for the feedback !
Nice one. Great art and animation.
I had some issues with the player getting stucked on invisible colliders.
Managed to bypass most of them, except one (see screenshot) where there's literally nothing more to do. Would loved to reach the end of the game.
Anyway, it's a great use of the theme.
Good job!
Here is where I got stucked. Player jumps, but hits an invisible wall/collider
yeah we know about the colliders problem it we saw it after the submissions were closed and we had too little time left to make good levels that fully exploit the game's mechanics, thanks for your feedback
Really enjoyed this - nice range of powerups available, which all worked really intuitively in the various situations. Enjoyed figuring out use cases myself - turning into metal man to descend or invisible man to pass through transparent objects :)
"The game is probably the best, and the arts are so good"
- Totaly not the artist of the game
"I totally agree with this completely random man"
Good mix of powerups and the art is really good.
thanks for the feedback