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Stroll the Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #3855 | 2.412 | 2.412 |
Enjoyment | #4290 | 2.000 | 2.000 |
Overall | #4638 | 2.000 | 2.000 |
Presentation | #5487 | 1.588 | 1.588 |
Ranked from 17 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?
Health is handled by rolling a dice to protect against damage
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
Trying to find way in maze is fun, but the enemies could probably move much more in the maze. In the first map the enemy was standing on the finish square and in the second map there were two enemies, but moving was very slow.
I don't know how the dice face differs significantly from hp in how it passes through the maze.
There are similarities, but the difference is that when you take damage, the chance that the next attack will kill you increases. You don't have a set amount of HP, but manage different levels of risk.
It's not clear how I'm supposed to avoid the monsters when there's only one path and it's one square wide and the monsters move randomly.
It feels like more could have been done in the allotted time. You probably spent your time making levels. I think improving the controls and tweaking the core gameplay loop would have been better.
But then again, your game works, and has content, and is creative. Maybe I'm just a bit bored because I don't like mazes, and judge your game more harshly than it deserves.
The monsters could be avoided by setting up torches to distract them, tricking them into getting stuck behind walls, or simply waiting until they get out of your way. Alternatively, just let them attack you and take the risk. Honestly, most of the time went into trying to write the AI for the mobs. This ended up being so buggy that just I scrapped it for the time being.
Improving the janky controls is definitely what I'll focus on first if I'm gonna develop this further.
I for one am a big fan of mazes, so I enjoyed this game! I think the corruption mechanic is really unique and has a lot of potential if you wanted to expand upon the game after the jam.
I think an interesting mechanic would be for the monsters to move at the same time and speed as the player, making it almost puzzle like, but at the same time that would negate the monsters speeding towards the player when you get close, which was something I really liked. Regardless, good work!
Thanks! I tried to go for a puzzle game with a hint of action, though think it could be cool to have a game like this that is more of a pure puzzle. I'll probably work a bit more on this game, and see if I can employ some different mechanics like that.
I personally dont like mazes, so this game wasnt for me. I think the idea was very interesting.
I love the concept of dice faces getting corrupted, it would have been interesting to see something like the enemies having numbers on them, and you had to roll a number higher than what they had to defeat them, so you should target the higher number guys first etc
Most of my time playing was just aimlessly trying to figure out how to get out the maze, I'm not very good at mazes lol