The art is great, love the animations. The gameplay itself felt a bit boring, the ability to use multiple cards in one turn could help. The map screen takes up a ridiculous amount of time. The concept is cool but it could use better implementation.
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1000 ways to dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #1653 | 3.304 | 3.304 |
Enjoyment | #1769 | 2.957 | 2.957 |
Overall | #1837 | 3.101 | 3.101 |
Creativity | #2275 | 3.043 | 3.043 |
Ranked from 23 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?
Makes use of dice, randomization of items and effects. Roll of the dice has been interpreted as the "roll" of a slot machine, from which the player draws their stats for the fight.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
I thought the visual design is really fun! Love the hand drwan aesthetic and the lively animations. The game is sound and well made. The choice of music I enjoyed as well.
I didn't feel like the slot modifiers made a big difference to the attack damage, and it would have been cool to use multiple cards in one turn. Without multiple turns you could leave out the end turn button
Not sure if this is intended, after I lost a fight the next time going in I started on low hp which made it hard to try again
Well done!
Pretty cool, really liked the art style & whole aesthetic, so overall good job :)
Love the animations and pretty complex and robust game for a gamejam, also there is a cursed pineapple pizza :D nice work buddy!
An interesting game for sure. But the roll of the dice is a bit unclear here. Definitively the slot machine is there, but the game doesn't justify Roll of the Dice, atleast to the player. Moreover, idk it its already there, but as we progress, the player should get the chance to use more card turns instead of relying on luck to deal the damage.
Great game! a little hard to understand at first to be honest, but when you get the hang of it it's an extremely fun and entertaining game! also loved the art style. Keep it up man!
also, if you have time, i'd really appreciate to get some feedback on my entry too!
Pretty cool game! It would need more balancing but is fun to play, well done!
The art looks great. I wish the descriptions for the drafting was better, but overall it was interesting.
I feel like there's a lot of hidden information? Like, some of the numbers seemed to work out, but my axe seemed to sometimes do more damage than I expected and sometimes less? Like, I guess sometimes the enemy buffs itself up with armor, but it's invisible? And also, I still don't get why the axe does more damage sometimes? There are just so many questions!
My gut feeling is that this is a neat strategy game with some cool mechanical ideas, but right now there's too much hidden information to make informed decisions.
Yes, you are 100% right. Luck doubles output or stats themselves (either (7+STR) * 2 or (7 + STR*2)). Unfortunately the reason is time, we started late and implemented most items the last few hours and didn't update descriptions accordingly. Also enemies when they appear to do nothing they do buff themselves. Thank you for playing our game!
This was fun! I really enjoyed adapting my strategies based on the random stat modifiers each turn, and trying to optimize my character around dexterity / magic. I appreciated all the fun designs of all the enemies and the items (I love pineapple pizza, so I chuckled when I saw the "cursed" item).
My biggest point of feedback: It would be nice to know what all the items do when drafting. Some items (i.e., magic-related ones) are well telegraphed, but I didn't know what the saint's leg did until I drafted it. I was also unsure how the luck stat factored into combat.
Overall, I enjoyed playing! Nice job!
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