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Speed Round's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #2455 | 2.682 | 2.682 |
Overall | #3564 | 2.455 | 2.455 |
Presentation | #3881 | 2.318 | 2.318 |
Creativity | #3961 | 2.364 | 2.364 |
Ranked from 22 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?
This game fits the theme for the GMTK Game Jam 2022 as the points you gain or lose in a round are based on a dice roll.
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 floaty-ness is actually contributing to the game's difficulty and make it more fun, I am truly amazed. Overtime, I learned a more effective way to finish each of the stages. I can see a great potential in this concept, hope you expand more on this, I think it will be a unique experience.
My only suggestion is to implement a better endgame scenario, rather than to wait for the score to reach below zero, coz you get to the point where you cant finish any of the stage anyway, your time is too short. But thats just me, overall amazing entry, really good job!
Controls are unpredictable and floaty. Did not stop it being fun though :)
One of the best played so far.
Later levels literally become impossible to complete within the alocated time, which feels very cheap.
The jump noise hurts my ears with headphones on.
Otherwise, really well done!
Looked really cute, but the controls are a bit too floaty. The height of the jump also seemed to vary sometimes and the character bounced off of corners.
Nice job! rated!
Interesting game! reminds me of the good time playing Super Meat Boy, haha
I feel like the controls are the "weakness" of the game. They were a little too floaty and hard to anticipate. With the level design, it was hard to know if the jump/double jump was enough to reach the ledge.
However, I really like how the theme was used, with the ability to choose the score for each level! It's very clever.
Overall, good job on your game! :)
Fun base design for the game, the controls did feel really slippery, but I feel you could make the slippery work if the levels were designed around horizontal movement and not as much precision platforming (but it makes sense you had to since the levels were all one-screen). Also coyote time for the jumps would be nice (i feel like that's one of the reasons you added the double jump) since there's a lot of times when jumping it feels like the game just ate your input.
The dice system did feel a little tacked on, maybe if there was a set amount of points you were striving to get to or instead make the dice rolls about adding/removing the remaining time to the player while giving the player 3 rerolls each round instead of total.
Interesting take on the theme! The platformer controls felt slippery and out of control especially in the air, and I found it too hard to lose if you're even remotely good at platformers. The dice point system did not seem very relevant in this game, but I still had some fun. Good job!