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Keep Rolling's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #2111 | 3.113 | 3.231 |
Overall | #2487 | 2.866 | 2.974 |
Creativity | #2660 | 2.891 | 3.000 |
Enjoyment | #2698 | 2.594 | 2.692 |
Ranked from 13 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?
Keep Rolling makes use of random spawning of dice under each game square that dictates power ups, negative outcomes as well as a time limit before certain squares explode and disappear.
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?
No
We used pre-existing audio
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Comments
Zanimljiv koncept. Možda bi radio bolje u multiplayer okruženju, jer ima malo "Squid Game" šmeka. Dobra grafika. Ja nisam ljubitelj kombinacije izometrijske perspektive sa WASD kontrolama, jer se nešto što je suštinski krst (ili okrenuto slovo T) mapira na nešto što je okrenuto za 45 stepeni, ali u ovako brzim partijama ne pravi problem. Dobra grafika, fino ispeglano, dobar Game Jam naslov. Veliki pozdrav za Dream Team ekipu :)
mee-loo-teen = milutin, boze trebalo mi malo vremena da to spojim XD. Hvala na konstruktivnim komentarim. Slazem se da kontrola nije bas naj sjajnija i ja sam kad sam prvi put probao gotovovu igricu, pred sam rok, nisam se snalazio sa WASD. Pozadrav i hvala sto si probao igricu!
(Josh)
A randomly generated playing field is an interesting concept, since you would theoretically never have the same playing field twice. That said, I'm not sure I would have wanted to keep trying this game, for design reasons I'll go into below.
Since the dice count down as soon as you stand on them, I had little time for strategic thinking. The board was large enough that it takes time for me to try and form a plan, and the global timer prevents me from being able to do that quickly enough. Consequently, I found myself just dashing across platforms and hoping I didn't make a mistake.
That also meant that the dice platforms which did other things meant little to me, since I had no time to really evaluate whether there were good platforms for me to go to, just bad platforms I needed to avoid.
Having the number dice count down while standing on them also played into me not wanting to stand still and figure out where I should go. Even if they don't always explode, I always treated them as though they would explode, because I didn't want to risk getting sent back to the start, so it was just a lucky break if the die I was on didn't explode.
Maybe these were all things you wanted out of your gameplay, and this was just not the right fit for me. The way I see it, though, the strategy of having a randomized playing field with different effects gets neutered by me not feeling like I have enough time to make any strategic plans. I did beat the game, but it didn't feel like it was because of anything clever I did; rather, it felt it was because I got lucky in which platforms I happened to step on.
I hope I don't come across as being too negative, I was just intending to provide my experience, as feedback, should you wish to consider it.
All that said, the visuals themselves looked good, and you made good use of your sound effects. I also enjoyed how you crafted your exit button. :P
Even if this game wasn't my cup of tea, I'm glad I got to play it!
Thank you very much for taking the time to both play the game and give your very thought out and useful feedback! I really appreciate what you pointed out these points. Certainly a lot of the ideas we had on the bonuses and negative outcomes get lost in the chaos of constantly moving! Not to mention the enemies are also there. If we decide to work on this again, all the points your raised would certainly help the team.
Interesting but it feelt the controls felt a bit unresponsive sometimes but good work!
These graphics are amazing. Im quite surprised that the game is made with unity and not UE. And its a really nice puzzle game. Its somehow satisfying to watch MC fly off the screen :D
Thank for taking the time to play the game and leave feedback! I have to admit during development I enjoyed purposely seeing him fly off as well.
This could turn into a nice puzzle game. Very fast paced!
One thing I would tweak, is let the player absorb which power up or hazard spawned beneath them, maybe delay the activation of effects for an additional 0.5 seconds or something. Or maybe give a different colour to each effect for better readability.
Thank you for playing the game and the feedback! I think your comment is spot on, it is very hard to keep track of what just happened underneath the player.
Nice game! I just needed few minutes to understand how to move, but good job
Nice idea, and fantastic art! I did softlock myself right at the beginning but once I figured out how it worked it was fun enough!