Really cool gameplay and art style! At first I was a bit confused because I ran out of bullets and I didn't realized I had to pick the red boxes, I thought they were explosive or something because they were red. But everything else felt pretty good! Good job! :D
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MskJaw "John" Dice's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #2 | 3.128 | 3.128 |
| Aesthetics | #6 | 3.103 | 3.103 |
| Overall | #6 | 2.929 | 2.929 |
| Sound | #8 | 2.821 | 2.821 |
| Theme | #21 | 2.667 | 2.667 |
Ranked from 39 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
Great game! a bit laggy in web, but there is sooo much content and the 3d visuals are impressive. I liked all the different maps and enemies and there were lots of fun different weapon powerups. I got around 1.7 million score before dying but I'm not sure if that's good or not lol
Dude! It's super! 5 stars! I think he'll be in the top five for sure!
Controls well, graphics are impressive. The sounds are the major highlight. I did run into some performance issues and dropped frames throughout the experience, mostly at the start when scenes load. It's a jam game. Performance is kind of a high bar to set, but something to be aware of.
As for the dice rolling powerup design, I just wasn't feeling it. For me, it takes agency out of powerup use. The fun with powerups is the ability to make risk/reward decision once you have them. If you put the powerups behind a random number generator, I can no longer choose which ones to use, so it just feels like I've gotta deal with whatever gun I'm dealt.
It also makes getting the powerups pretty same-y. It doesn't make any difference if I shoot this blue crate or that one. They're both going to give me a randomly generated powerup, so I guess I'll just shoot them all. Shoot the same blue crates. Wait for my random reward. Fire whatever that happens to be. Repeat. It's just not that much variety.
It's also annoying that my ability to use a powerup is gated behind the RNG. It's like I have it but don't really have it. I've gotta wait my turn. Kinda takes the fun out of having a cool toy.
The dice don't add to the variety. The RNG powerup mechanic takes away from it. The game would be a better design without it, just doing something more standard where you have the powerups out in the open, you can see them, choose which one you want, grab it, and use it right away. I just want to play with the cool guns! You did such a good job with those. Don't tempt me with powerups I can't really use.
Woah! This is the first feedback that addresses something negative about the game design part and fortunately for us, it's very constructive! The design philosophy we stood by, is the fact that we can't make something that will appease everyone and this is one of that case. That doesn't mean we just throw valuable feedbacks such as these into the trash bin right away, especially the ones that doesn't sugarcoat it.
The fact that you bring up the topic about player agency aligns well with some contents that didn't make it to the release. That includes manual global reroll button that reroll your powerup with the risk of rerolling enemy too, and powerups being able to hit multiple target and powerup crates more consistently to allow the player "rig the rng" and that means fixing the bug where if we shoot a powerup crate, another powerup should be the one that's next in the queue instead of the current one being constantly spammed.
But those only fixes a relatively small margin of the inherent problem that our game's core mechanic has, since our target audience are the one who take a joy in gambling which in its root nature has their risk/reward value determined completely by rng. Another problem is that the challenge we provide to our player are those of adaptibility skill, which really not engaging at all for players that highly value the freedom of choice from the varied pool of ways to play the game.
That said, we're not giving up on enhancing the player agency element from our game! We're trying our best to add more content in the future that addresses this constraining feeling of not being able to play the game the way you want. More powerups that you put in a loadout before you get into the game, some buildcrafting system that greatly expands player's agency in "Skillfuly cheat your luck", the list goes on! Of course without removing the design pillar of what makes this game well... this game.
We already highly appreciate the feedback you give without sugarcoating the main game design issue. But if you would so kindly fulfill our selfish wish… Is it okay if you give us more suggestions on the things we should add/fix/etc? This will go a long way on improving our game without removing the design pillar of the game itself, This one is totally optional, zero pressure given!
I'll say this. You're speaking as if you're already very committed to this particular game conceived in this particular way, and I would just ask why?
It's a three day game jam. What you're proposing is like getting married after one date.
You tried this out. Certain parts of it didn't work. You've still got the assets, the animation rigging, the sets, the engine, all of that. You're not married to it. You can scrap the whole thing if you want, and you're still totally fine. You can give it to ten different playtesters, see what they think, and if they say the same things I said, you can just kill the thing with no longterm harm done.
The only time you really commit to producing a game is when it starts to get traction from players, when playtesters consistently play it for more than a few hours at a time, when a few of them get all the way through the game and ask you for more of where that came from. Until then, you're just trying stuff out. You're not married to it.
To answer out motives behind this, is probably because of the condition of our studio. All of us are in different colleges and our daily responsibilities keep dragging us away from gamedev, our dream. Our studio is one that's made from long-built friendship, once everyone finishes university we will have our own lives and We'll expect things are gonna be hard for us to get back together like this again. Not to mention that our game designer is studying far from the rest of the group. This game is the one that put us back together again in a very long while, and we're also suprised that we can make a game that reach this far despite the fact that our teamwork weren't what it used to be.
Basically this game is a rare opportunity for us, and we won't let this momentum fade just yet. About playtester part, actually as you can see about other comments there are not much, but satisfactory amount of people that enjoys our game. Of course we'll still look the overall final rating as our final benchmark and taking in your suggestion, we'll act accordingly. Another thing that motivates us even further is the amount of smiles we can see from our playtesters (this is what my studio members tell me on my personal experience in my university) when each of our member share the game in our corresponding universities. Those smiles are really what matters the most to us and a really damn good motivator.
But that's all the answer for the question on your first sentence. The advice you gave us about commitment to a game production is really damn good advice. We are deeply grateful for the valuable lesson you shared for us.
It's definitely a 3 days project. It's just that the voting period, inputs, and feedbacks so far really make us contemplate a lot of things for us moving forward from here. Honestly a lot of things happen since Tuesday that reminds us of our dream once again. In addition to that, all of your comments today really opened our eyes a lot of things that we can learn. We just realized that if we could've done more in the past, things would be different. But there's no use looking at the past now, we will carry these momentum, lesson, and experience we just get to the future and gallop on.
The deep connection comes from our rebuilt solidarity, valuable lessons from the community, and most importantly, the smile of those who played our game.
I do not think many people did a 3D game for this jam and this game was done very well and is rather pollished, I realy liked the rickashay powerup, it's one of the few games I tried more than once and I actualy made it to stage 4 (after a few tries on stage 1) though I'm not sure your leaderboard is accurate. Also thanks for trying my game earlier.
This is a truly polished game! The mechanics were a bit confusing at first, but once you get them, it's actually very, very fun to play. I'm trying to think of ways I could suggest the confusion be alleviated, but it seems very difficult. I think you did close to the best that can be done regarding it, so kudos to you!
Love the aesthetics being polished to hell, the sound also complements the game nicely and you even got varying stages. Awesome!
Honestly speaking, I havent played a better game than this on this jam. You got my 5 stars only missing one on the gameplay where I didnt well understand how the gun chamber things at the bottom work. You did well in incoorporating the theme such as getting different weapons randomly.
Jam aside, if you will continue with this project, even if you got rid of the dice and used a revolver chamber ui element that rotates to randomize an ability such as the number of bullets received, it would still fit the theme perfectly. This is my best game. Well done.
Okay, every time I see a die with a mustache and a pistol I can’t help but smile. The graphics are nice, and the gameplay is good too (it could just use a little more polish). What bothered me a bit was the weak connection to the theme. I know there’s a die rolling on the side, but it’s not very intuitive to know what it actually does — it feels more like a skin over a procedural mechanic the game would already have. That said, it’s still a good job! I hope you’ll rate our game too.
I liked it. I liked the basic idea. Right now, it's unclear when and why a certain weapon is loaded, or when there's ammo. You shoot an enemy, but they don't die. Is there an enemy with a shield? And how do you interact with them? Apparently, some kind of bonus freezes enemies. A lot of things are unclear. I think it would be better if you never ran out of ammo; it would be much more dynamic. Beautiful graphics and good sound.
I'm impressed on how you managed to create this game on this short amount of time! graphics, enemies spawn and pathfinding and all the powerups work great, I think a more notorious sound of empty gun or no blue create could be a nice add but excellent work overall!
One of the most polished games on this jam. Enemies have pathfinding, spawn points are well set up. Level designs are great. I don't know how many levels you designed, but I made it to level 6, and each one looked great in terms of both design and visuals. The dice are also well integrated into the game.
Liked and rated.
The gameplay in this game is really engaging — I just played for 10 minutes straight! (And yes, I’m the new high scorer… though the leaderboard doesn’t seem to be working, just kidding 😄). The theme implementation is well done, and while the UI could use some work, the game assets look cool. I also appreciate the variety of enemies and the weapon system, especially considering the short development time!






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