I really like the idea of this, with focusing just on the shape of the die - it's an angle I haven't seen any other games take. It's also pretty fun to play, though I found it frustrating how I couldn't properly predict how my character would move exactly when rolling. Otherwise, this is really cool, and definitely has potential to be expanded into a larger roguelike game. Keep at it :)
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Dungeon Roller's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #332 | 3.917 | 3.917 |
Overall | #605 | 3.639 | 3.639 |
Presentation | #915 | 3.708 | 3.708 |
Enjoyment | #997 | 3.292 | 3.292 |
Ranked from 24 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 play as a die and you must "roll" yourself to use abilities.
Did your team create the vast majority of the art during the 48 hours?
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
We used pre-existing audio
Comments
Loved it! It's actually one of the most solid concept/prototypes I've seen in the jam!
Like, there's a really cool roguelite game in here with more work and polish. The gameplay is fun and unforgiving (maybe a tad bit much), but as long as you tweak it to make it super dynamic, it's fine.
Dice should resolve faster as I believe others have pointed out; maybe have a dash besides the jump too, which also pushes enemies apart from rolling attacks?
Another quick idea would be that you could customize each side of the die with the items you pick up along the way (attacks, blocks, spells, you name it). That way, you can customize your playthrough for different playstyles.
Maybe integrating rolling dice to the randomization of the dungeon itself? Like, each room rolls a dice, and that room gets N exits according to that roll...
Anyways, sorry for the rambling; I think this is a really cool jam entry and has the potential to be an actually good, fully fledged, successful game :) congrats
Absolutely amazing visuals (especially for a jam game)! The mechanics and gameplay were fun. Nice work!
Game looks great! Gameplay is pretty fun and the concept could be expanded so much more. Good job!
Great looking game with a cool mechanic.
I could have done without such a big delay between land and roll and acting; as I found it pretty hard to time my attacks &c.
Still had fun though :)
From the start you are met with the simple yet great looking visuals! The low warm light and long extended shadows that are cast on all the surfaces create a very relaxing feel. I enjoyed the rolling mechanic and the fact that enemies can roll you back as well. The transitions from area to area with the smooth platform motion was also very satisfying. Great effort!
Hardest part was the cliffs, but the core idea was very nice. Thanks!
Great game!
I love the mix of action combat and platforming, it really works well here! The character is very responsive and it is fun to jump and roll the dice!
The animations are great, the main character feels really good to control.
I like that the player has no health bar, and can use the enemies to roll attacks. Still, there is no room for mistakes, as one error will send you in the void and kill you. But it is not that frustrating because the rooms order is randomize, so you don't have to repeat the same actions twice!
The only lacking part is the sound, adding some would make the game even more fun to play!
Nice job :)
Very interesting gameplay!
Those damn chickens... they threw me every time from the ledge lol
This was a pretty solid prototype!
- Execution could use some more work (as it seems has been already addressed in post-jam patches), but the overall feel of the game was pretty good.
- The presentation was pretty nice. The style drew me in to play from the huge selection of games we have for the jam, so that says something. Congrats on that front!
- It is a little sad that no sounds appear to have been added.
I wasn't able to get very far in my playthroughs, but played for a long time nonetheless! It's really a fun little game.
Interesting idea, just wish the dice effects came out faster - it's easy to get stuck because of the delay allowing enemies to push you off the edge easily.
Interesting idea, just wish the dice physics were a bit better and the effects came out faster.
This game is so charming! I love the way that the die runs around, and their attack animations are so cute! I did feel a bit perplexed that I had to use two arrow keys at once at almost all times while moving through the level, and the rolling felt kind of slow, but otherwise this was a really cool experience!
Seriously this is solid.
The graphics for it being a 48 hour game jam are quite out there, wonderful job with the lighting and effects, hell even the animations.
Slightly frustrating getting knocked off, but I understand that is the main way the enemies can kill you.
The variety of weapons and shields was awesome for the 48 hour limit, I can tell sound effects were probably a "Nice to have" but would have been nice to have some ambiance and some attack skills and what not.
In 48 hours you achieved this, I'm curious to see what a week / month would end up being.
Really good job.
I really like the presentation a lot! The game looks good and for the most part is totally readable. it's pretty clear where you need to go and what you need to do.
Having said that, this game is WAY punishing for some that is so heavily reliant on RNG. The paths are extremely narrow and once you're stuck on a bad roll, the recovery time is WAY too long. Like, one of the first rooms with a chicken on the narrow path is one of the most difficult to pass. It also takes extremely long for the actions to come out. so you can get a good roll and still the chicken will knock you off before your sword even comes out. So you not only have to be really lucky, you also have to have perfect spacing with enemies -- a difficult task when the physics can be a little janky (I clipped right through the floor once!).
This can be especially annoying in the later half of the game. You get a bunch of power ups and whoops! spacing is just a bit off and you got lobbed off the side with no recourse. That feels bad.
It's not a bad concept, though! I think if you had a simple lives system and the attacks just came out faster, you'd have a neat little game on your hands.
I appreciate the well-thought (and well-communicated) feedback! I'm glad that you enjoyed it overall :) I had some ideas for health systems, but only had one day for the jam so couldn't get to all the bells and whistles. Some thoughts I had:
1. Every 3 levels earns your a backup "life". You can only ever have one backup life though. (Respawn at current level instead of full restart)
2. Collect blank dice along your travels as "lives". The game felt a bit too short for that though.
3. Have two characters at once and toggle between the two. When one is rolling, the other is getting setup to roll.
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