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A jam submission

LoadedView game page

Roll 'em cowboy
Submitted by pkmollman — 55 minutes, 47 seconds before the deadline
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Loaded's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#44931.9192.714
Creativity#46882.0202.857
Overall#47301.9532.762
Presentation#47961.9192.714

Ranked from 7 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 roll your gun when reloading. It has dice in it!

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?

No

We used pre-existing audio

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Comments

Submitted

I think the idea for this was quite nice. Having to adapt to randomised conditions is a fun game mechanic. Although I wasn't sure how the elemental ammo types differed from each other and usually just kept shooting the enemies without really checking the ammo type.

Submitted (3 edits)

Some action there! Here are my observations (essentially on the fly).

Observations:

  1. Haha, I like that taunting die on the menu screen and the happy joyful casino music! XD The atmosphere is great. :)
  2. THANK GOD for making the controls work with an AZERTY layout!! :D So many games do not, I was afraid this was going to be the case once more, which would have been a pity for a 3D action game, but my ZQSD works! :)
  3. I am not sure what the powers on the gun’s blue barrel are and how to use them (it looks like running speed, something else with upward arrows…). Ah, maybe they control what type of enemies are spawned? Like, the arrows for the giant cards? Still not too sure.
    Ah, I realize the bottom-right indications name the skills (including ‘AOE’ probably for ‘area of effect’, so the target logo means splash damage, I guess).
  4. I am unsure how the effect of the element from die 2 works; if the enemies had an elemental type, I could see how this would affect the damage we deal, but is it only decorative here?
  5. The moment I saw that giant spades card running at me, I thought I was in Serious Sam. XD Your game reminds me of this! (Although I do not know the series well at all.)
  6. I only discovered once I finished the second round that Shift enabled running!! I think you should mention it in the controls on the game page.
  7. I found a game-breaking bug: if you jump on the central roulette (using the nearby green chip stack), then you are safe, and all ennemies stay at their positions (although with a running animation)!

    The bug in action (with glorious Pomodoro in the corner).
  8. Another possible bug: once I stopped camping, the die that was near the chip stack started moving ultra fast!! It may be because of the ‘movement speed increase’ phase, but I am not sure, as he seemed to be the only one, and was way too fast.
  9. See this little mad guy?! XD

My conclusion: this is Serious Sam Goes Gambling. XD It was very enjoyable, and artistically coherent (the theme oozes everywhere) (plus, you did the 3D art yourselves, according to the form). I would just say that the ‘dice’ mechanic is only moderately original (ie you added some randomness to the weapon, capacity, and ennemies).

Not all games manage to be pleasant to play, and I am not saying this because yours is action-oriented. Well done. :)

Side question: how many were you in the team? Because I see you answered ‘we’ to Psonbre, but the page only lists one name, so I am curious.

Hi! Thank you for such an in-depth comment. It was nice to see your thought process as you played. 


We were a bit ambitious with our idea, and when reaching the finish line we hadn't quite finished the element system. A few of them work but we had planned on making them more clear! As an example, ice applies a stacking slow, earth snares, fire applies a damage-over-time, etc. 

Making it so you could stand on the poker chips / roulette table was completely my fault hehe.

And to answer your side question: We're a team of two people! @pkmollman is primarily our programmer and I'm primarily the artist. This is our third jam and in my opinion we're improving with every entry!


Thanks again for your kind comments :)

Submitted

Thanks for the answers! :)

It was nice to see your thought process as you played.

For time reasons, I switched to a more on-the-fly style of reviewing somewhere in the voting phase; I thought it was less useful, but apparently, the contrary happened. Which is great, because that means I can have both a time gain and offer more interesting/insightful feedback. :)

As an example, ice applies a stacking slow, earth snares, fire applies a damage-over-time, etc.

Aaah, thinking back, I did notice fire seemed to consume and eventually kill enemies! I should have been more observant.

Making it so you could stand on the poker chips / roulette table was completely my fault hehe.

Another case of Evil Artist destroying the Brave Programmer’s Grand Design! ;( Begone!!

This is our third jam and in my opinion we're improving with every entry!

This was my fourth and I also felt at least learning a lesson or two each time. Anyway, good job, your game is a funny one. :)

Submitted(+1)

I love the concept! A random ammo type and wave modifiers is a really clever idea. I think you implemented the theme really well and with a bit more polish around the presentation would make a really great game!

Thank you! Yeah we may have bit off more than we could chew haha.