Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

STACKED (demo)View game page

dice stacking rpg (demo)
Submitted by Jonathan U — 38 minutes, 11 seconds before the deadline
Add to collection

Play demo

STACKED (demo)'s itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#16773.2503.250
Presentation#25852.8752.875
Overall#26312.8132.813
Enjoyment#34712.3132.313

Ranked from 16 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?
Dice are stacked and rolled to get damage values.

Did your team create the vast majority of the art during the 48 hours?

No

We used pre-existing art

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted(+1)

Main thing I would say is make the HP Bars much smaller, and move them out of the way of the table, and maybe add a text telling the player when to "Start stacking, it's your team's turn now!". Otherwise the idea is quite creative. 

Well done! A fun game! 

Developer

Thank you for the feedback!

Submitted

Main thing I would say is make the HP Bars much smaller, and move them out of the way of the table, and maybe add a text telling the player when to "Start stacking, it's your team's turn now!". Otherwise the idea is quite creative. 

Well done! A fun game! 

Submitted

Main thing I would say is make the HP Bars much smaller, and move them out of the way of the table, and maybe add a text telling the player when to "Start stacking, it's your team's turn now!". Otherwise the idea is quite creative. 

Well done! A fun game! 

Submitted (1 edit) (+1)

I have been through a full (winning) session to see what’s what, and here are some comments! :)

Remarks:

  1. I like the 3D setting; the ‘anonymous’ players and the polyhedral dice really make you feel taking part in a board game.
  2. WASD + QE makes being layout-independent even more important, and… once again, it is not. XD Nothing serious though, just wanting to draw attention to this point (and my little AZERTY) once more.
  3. I think this game is a good example of how making things clear to the player is critical and not granted at all — as you say (in your answer to fatedgamedeveloper), you could not implement all the explanations you wanted, and this is felt right from the beginning of the game. I think letting the player choose when to start would be a good idea, too, just so he can peek around and understand where the elements are and how things are going to proceed.
    For example, at first, I did not even realize the other players were my allies; I thought I was playing against them and the skeleton was just some sort of passive skill activator. X) (Did not notice his health bar and that the other players were hitting him.) That may sound silly, but when you’re thrown into the game, you just do not know what is going on, as no clear objective is stated (I recommend doing so in the game page and in your comment, just for total fools like me ;))). Maybe will regular MMORPG / A-RPG players get it quicker, though.
  4. Wow, building a long dice tower is not that easy, here! :o Although a short one (say, 2, 3 or even 4 dice) is manageable without even rotating the dice. I am not sure how to enhance this physics-based system, although I find it original and welcome. I think you made the battle rather easy so that the testers could see a full run, so maybe would have I been forced to go out of my way then and fiddle more with the dice-operating system.
  5. The ‘Restart’ and ‘Quit’ buttons that appear once you have won seem not to work (I used the desktop version, following your advice); or partially, because while the screen stayed the same, the game’s sounds started again! X)

I think the game is rather original and makes a smart use of the theme; funnily enough, while the context is (A)RPGs, the genre is… dexterity, rather than randomness. XD Literally stacking dice is a funny unexpected mechanic. I just wonder if this will not get repetitive a bit fast, or if there are other mechanics in store for such a game. And the atmosphere is great (I am sure some music would have made it even more so).

An interesting game! I did not know at all what to expect, and I was surprised.

PS: I realize dice-operating system sounds almost like disk operating system. X) I was not intending any promotional product placement for evil Microsoft, though. I allow you to steal this involuntary pun. ;)

Developer (1 edit) (+1)

Thank you for the feedback! Will definitely take this into account when we build out the game. We have many more mechanics planned!

Developer(+1)

How To Play:

  • Stack your dice during other players' turns. Be careful - if your tower falls you have to start over!
  • Click on a die to pick it up; use WASD, Q, and E to rotate.
  • When it gets to your turn, roll your top die and multiply it by your stack height to get your damage score. 
  • If you stacked a D4 on top of your pile, you deal double damage. 
  • If your stack has 0 height, roll a D4 as a consolation prize.

Runs best on desktop - may encounter issues in browser!

Submitted(+1)

Loved the game !! the idea with the dice theme was really cool ! and the skeleton animations were a nice addition too :D , Good Stuff for a 48 hour game jam

Developer(+1)

thank you!

Submitted(+1)

Nice like dungeons and dragons feel.  I liked the graphics and sound effects.  Nice Job!

Developer(+1)

Thank you!

Submitted

What I liked:

- The concept of stacking the dice to gain the damage bonus.

- The Dungeon & Dragons table and party feel, clean art, and skeleton animations :)

Feedback:

- It wasn't clear when I was meant to stack dice. On "my turn" it often defaulted to D4 and then as I placed it my turn was over (getting no bonus). I could stack whilst others were having a turn but then on my turn it reset my tower? Maybe it would have been cleared with some text popups (e.g. damage value when tower falls over) or by restricting my dice control when not my turn

- I have mixed feelings about the animations density. On one hand, I didn't know what the symbols meant (could have been easier with text spell names or damage popups) and the game plays itself even if I play poorly On the other hand, the sense of being in a party was good. I guess some balance between density vs clarity for my actions.

Developer

Hi, thanks for playing!
We unfortunately ran out of time and weren't able to include everything we wanted. One of the things that we would have liked to include were clearer in-game instructions and possibly a tutorial. The idea is that you stack during other players' turns, and then when it gets to your turn your tower is "locked in" and your score is calculated from the height multiplied by your roll, before resetting your tower. We hope to work on the game more and make it a bit less confusing. Thanks for the feedback!