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Greetings from Pair-O-Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #203 | 4.038 | 4.038 |
Overall | #686 | 3.590 | 3.590 |
Presentation | #877 | 3.731 | 3.731 |
Enjoyment | #1642 | 3.000 | 3.000 |
Ranked from 26 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 your car to Roll the Dice!
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
The mechanic of rolling the dice being rolling your car is very funny, and the art is impressive for such a quick turnaround. Great example of a finding one fun core mechanics and building around that. 5/5
Thanks for the kind words. Yeah, we also thought the idea of it was just a hoot. I think that's why we picked it, ultimately. Glad you had fun!
This game is great & has incorporated the themes of the game jam well. A game with no real objective but to drive around and hit enemies with your car, displayed by this unique art style that feels similar to a game that I have forgotten the name of. ;-;
The main dice mechanic comes into the drift move. If you hold space while turning you will tumble over, effectively rolling the fuzzy dice in your car that obtain 2 special abilities for you to fight, survive, or flee. You will be at a loss of fuel though so avoid getting hit and try to conserve as much as possible, or collect some at a gas station before the inevitable happens
While the game seems great from an outside perspective, there are a few things I would like to address, which is the sole reason for me losing all enjoyment.
The movement mechanics were quite weird and didn't feel like the lock-in-place function made no sense at all. Often times I would just get bored trying to move into one position to hit an enemy but keep locking in the wrong place. It just becomes this tedious game with this cool mechanic to spice things up, yet it doesn't do that much at all.
If the movement controls were less fixed into a position and were more polished, with maybe a few gameplay adjustments (like a wave feature (or new dice upgrades (Not trying to say you should have. Time was tight.))), then I probably would have had a better experience of it. An Idea for some more lenient controls; (a bit of an over-exaggerated standard but I think you get the point I am trying to make. You do not have to listen to my advice, or be done at all. Just a suggestion. {https://bruno-simon.com/})
I am not trying to get anyone down or discourage anyone from doing something they love or trying new boundaries, but I just felt like the game was missing something that carried over across the game. Still, it utilizes a great concept in a genius way that no other person could possibly imagine. I hope you had a great time developing your game and enjoy the next project you come across. ^-^
Hey, thanks for the detailed review. It was a interesting read for me, for sure.
So, by the lock-in-place mechanic, I assume you must mean when the car rolls, tumbling out of a drift? Yeah, well, in the code I took away all steering then because, I figured, tires not touching ground, no steerage - but maybe you're right and I was thinking of it too realistically. Perhaps a sort of diminished control would be better instead for the player's feel, until the tires get a grip back onto the ground. Will have to think about it.
I like your idea for a wave feature in particular. Thanks a lot for your in-depth feedback.
Cool idea and I really liked the art style, music was nice too. As others have said the webgl build was a bit oversized but otherwise it was great!
The game is way too big and it’s not easy to play (macOS Safari). Otherwise, it’s a fun game ^^
The only thing that bothered me was the fact that it was way too big for my screen in webgl
If I had just a little more time, I would've loved to fix this, among other things. But with itch.io's servers already beginning to wobble dangerously, I figured it best to let my finally working and uploaded build stand as it was and let others upload their projects rather than try to jam in more frantic bug fixes in the last minute while everybody else tried to upload as well. Glad I did, because the servers tipped over soon after. Anyway, I'm rambling.
If that's the only thing that bothered you, then I guess I should say Thanks! Happy you enjoyed it. I think clicking the little FullScreen button in the bottom right can help this issue for others who might experience it, but of course as devs love to say, on my machine, it looks fine. Cheers.
I like the art and the music was fun, too. I successfully eliminated everyone on the map. Maybe you could respawn the enemies? :)
We had some designs for like, monster dens that would spawn them, but were also toying with some kind of Victory state if you got them all. What do you think would have been better? In the end, under extreme time pressure, neither made it in lol.
Well, in most games it's best to keep the player playing as long as possible, but during jams, it would be less time consuming (in my opinion) to do the "you won!" screen.
I totally feel that. We kinda bit more than we could chew, so we didn't even use animations for enemies I made etc. But that's what this is about - we learn from mistales and get better :)
it was confusing at first on how to roll the car but eventually i got it! very fun game! a concept of dices hainging in the car is soo cool
We had a list of notes for possible game ideas, including just "Fuzzy Dice Hanging from the Mirror". When one of us said something about Rolling the Car to Roll the Dice, we just burst out laughing and then stopped, and knew we had our fresh idea. I personally really like the organic Tutorial signs my artist came up with, but perhaps a few more in a more developed end project could have cleared up a few of the game's trickier mechanics to grok. Glad you enjoyed it, thanks. :)
Very wild and enjoyable
Great aesthetic and music
Good job!
I'm very lucky to work with a incredible team of artists. If only I could code fast enough to keep up with their creativity! Maybe someday...
Thanks Hydra
Like the concept and pretty fun and gets crazy at times!
It certainly does get crazy! Almost drove me crazy too. :)
Love the art and the music. Take on the theme is really fun. just absolutely enjoyed my time here. Would say driving felt best when drifting so maybe a touch up on those physics would add some. Also didnt really know what the different powers did but I didnt care. Would drive and explode again. 15/15 Would love to hear what you think of our little game.
Yeah, I spent a lot of time on the drifting and driving at the very beginning, guess I'm of the mind that getting player movement right is a worthy investment, and also rolling the car was central to our theme. But when I felt I had the Feel maybe 80%, 85% of the way there? Figured it was time to best move on to the uncountable other things waiting to be done.
We knew the powers were missing something to give them needed clarity, but it wasn't a problem we had time to solve. Believe it or not, we didn't even have Monsters in the game until just a few hours before submission time! That's, unfortunately, why they are quite buggy. 48 hours is about 30 minutes, according to my math. Although maybe my math skills are the culprit here...
Although there didn't seem to really be an end goal, great game overall!
As a design rhetorical question: What would you have liked an End Goal in this game to be?
Interesting, for us poor folk with small screens I had to Zoom out to 50% to play, other then that quite different, lack of dice though.
Try the bottom right corner FullScreen button, if you have that option. Might help with screen size problems, which I know about, but didn't have time to troubleshoot before submission time was up.
And the game has dice, of course! Check out the Fuzzy Dice hanging from the mirror in the Lower Left corner. The numbers are little icons representing the powers, the One is the Wrecking Ball, the Two is the Double-Barreled Shotgun, etc,
I loved the idea of "rolling the car", it's quite funny. Also, nice touch with rear-view mirror dices.
Although the gameplay is not too deep, I enjoyed it. Oh yeah, and that tune - dope.
Thanks for checking it out, Monsieur. :)
I was thinking about your game again earlier today, actually. I must have gone through about 30+ character sheets in my play of your game. It made me wonder, "What kind of godforsaken campaign is this DM going to run with that many players?" :)
Either a bad one or a really bad one :D