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A jam submission

Fire DiceView game page

Tactical Dice
Submitted by Leo von Ahn — 39 minutes, 11 seconds before the deadline
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Fire Dice's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#15873.2863.286
Overall#16713.1673.167
Presentation#16973.2863.286
Enjoyment#18402.9292.929

Ranked from 14 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 used by both enemies and the player to take actions.

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

Submitted

Nice game. Liked the graphics. Please check out my game.

Submitted

A good idea but it lacks feedback (a sound effect and/or a visual effect when hit would greatly benefit your game) :)
I think it could be expanded into a fully fledged game with some ways to mitigate randomness

Submitted(+1)

I'm a big fan of Fire Emblem, so I'm so glad you took this angle for your game (grid turn-based combat has a special place in my heart)!

I appreciate the way you balanced the RNG here, by telegraphing the enemy's attacks and giving the player a turn to dodge / respond, so your units don't just get 1-shotted by enemies.  Obviously this doesn't completely nullify RNG (for example  you could fail to roll a move die to dodge attacks, or roll melee attacks when you can't use them), but that's balanced by the player's attacks all being are insta-hits, and attack damage being quite strong (I found myself rolling 3's a few times , and I don't think I observed the enemies rolling any shields.)

I have two main points of feedback:

- When the game first started, I didn't know that the player attack phase and the enemy attack phase worked differently (i.e., enemy damage happens AFTER the player completes their turn, so attacks can be dodged).  So in my first game, I was really confused by my units were dying after my turn ended haha.  A pointer noting that the player has a turn to dodge enemy attacks would be helpful.

- Ranged attacks feel overpowered, compared to melee attacks.  I would pray for rolling ranged attacks and move, since those actions felt so much stronger than melee or defense.  I didn't really keep track of whether certain actions had a higher chance of appearing than others (i.e., ranged attacks are less common), but it did feel like ranged attacks should have appeared less often, or dealt less damage (all ranged attacks are only 1s).

Overall, I enjoyed this!  After I figured out all the mechanics, specifically the enemy telegraphing where they were going to hit, playing the game was fun and pretty straightforward.  As long as I gunned for killing off enemy units as quickly as possible (even if it didn't use my attack strength efficiently), I felt I could turn the game in my favor.

Developer(+1)

Hi! Thank you for the feedback. And we're very glad to hear you enjoyed the game :)

Communicating the rules and order of play is definitely something I would have loved to improve. But as with all gamejams, you have to cut corners somewhere...

Submitted

Yeah, I definitely feel that.  The time limit is brutal haha