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Roll of The Dice's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #1952 | 3.154 | 3.154 |
Overall | #2018 | 3.038 | 3.038 |
Enjoyment | #2036 | 2.846 | 2.846 |
Presentation | #2108 | 3.115 | 3.115 |
Ranked from 26 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?
The player controls a rolling die
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
Ok there are a lot of these but the later levels with different heights and all are a good twist to it. Nice work!
This game had a really nice and simple look to it. The concept was also really original and i loved the gameplay too. Great entry :D
The game had fun puzzles that got quite difficult towards the end. The new mechanics kept me interested through the game. Nice work!
Fun idea! I also like the way it's presented and the new mechanics being introduced kept the game fresh.
(By the way you commented on my game's rating page previously but unfortunately, due to an issue I encountered, all comments have been wiped from my rating page.)
we're twins. i think that the 3 aspect (changing z-levels) was a good choice, though with the large levels, it made it hard to reason about what was connected to what. i think more visual cues on what was connected would have been good (maybe elevator lines?). block pushing puzzles felt a bit tacked on. you needed them to protect the orientation changing paths, but they didn't involve the die's orientation. maybe have them so they need to be pushed with a particular die face? level design was pretty tight at first, but got less focused in the later levels
With the levels thing, I actually did try to have one level slightly darker than the other, but it didn't seem to help much for me. The elevator lines idea sounds fantastic for that. Love the idea of blocks that require a certain number to be up to be pushed too. Definitely something we'd implement if we worked on this again. And I do agree in hindsight that a lot of the later levels were way larger than they needed to be. Definitely added to the confusion (matter of fact, level 14 was designed to be an annoyingly big level just because I couldn't come up with any ideas).
Fun game, though I've played a few like it already. The levels were very nicely designed, and the aesthetic was nice. It was a little hard to move around, especially at first, since the perspective doesn't quite line up with the arrow keys' directions. Nice job overall!
Nice! Very similar to the concept we went with. I like your take, especially the mechanic of the moving blocks locking out grid spaces. Well done!
nice idea
A lot of nice ideas and variation on this concept!
brilliant puzzle game, very nice!