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Luck on the Rocks's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Theme | #55 | 2.125 | 2.125 |
| Aesthetics | #63 | 2.083 | 2.083 |
| Gameplay | #75 | 1.792 | 1.792 |
| Overall | #80 | 1.813 | 1.813 |
| Sound | #117 | 1.250 | 1.250 |
Ranked from 24 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
A game of filling the board until you lose. I don't know what to call it. It's boring. Waiting for the dice to fall and shuffling takes a long time. Local scores. No sound.
You could try developing the game in a different direction. First, make the dice (or other pieces) shuffle more easily. I mean, work on the physics so the dice slide over each other better, bounce off each other, maybe activate a magnet at certain points, etc. Second, you could add bonuses that would add dynamism. Third, maybe you shouldn't block player input at all. And change the goal of the game.
Thanks for giving it a try anyway. I'd like to make sure, though: did you read the instructions? I understand if you didn't; the instructions should absolutely be in the game itself instead of down in the description, so I figured there was a risk that players would miss it. It's on me for not getting them into the game itself on time.
I ask because the description of the game as "filling the board until you lose" sounds like you don't know about the reroll mechanic, where most of the game's strategy lies. Without the rerolls, yeah, it's just picking highlighted dice until there's none left, which would be pretty boring! If you didn't know about rerolls, I'd encourage you to give the game another shot (I understand if you're not interested, though).
If you did know about rerolling, I'm curious where it fell flat for you. Was the charcoal too hard to clear? Did you feel like there wasn't enough incentive to go for a reroll unless there were no readily available clears left? If you only rerolled when you absolutely had to, and always rerolled the chains that were closest to being complete, I could also see that feeling like not much of a choice.
Anyway, I agree with the rest of the criticisms - the blocking of input needs to go. Audio, online leaderboards, bonuses, and an in-game tutorial are all things I wanted, but left out because I spent so much time running through basic rulesets until I found one that actually worked well in practice. That's why I'm particularly interested in whether some players feel like they don't have any meaningful choices, because making the choices feel meaningful was the primary focus of the design.
I'm not super happy with the physics, either. Most of of the time I didn't spend on the basic rules was spent trying to get the physics to behave (attempting several solutions, such as explosions, to try to get them unstuck from each other). Sadly, the friction can't go much lower without introducing major jitter (to the point of the dice clipping through walls) or requiring me to increase the tick rate (which would worsen the already-serious performance problems that the game has in its current state). I have other ideas for workarounds that I'd like to try later, though, and if I optimize the game better, I may be able to increase the tick rate anyway.
Adding a tutorial to a game during a three-day jam is unrealistic! I read the description before playing, but I didn't remember everything it said. Luckily, I remembered reading something about coal, reread it, and played a second time with shuffling. Only then did I write a review.
Why wasn't I impressed? - Perhaps because in the second session, I had little experience with shuffling and used it at a different time than a professional player would. So, yes, I had trouble removing the coal. And I don't know how much better an experienced player would have done.
Ah, that makes sense, and I think I have a direction to go from there. Sounds like I overcompensated for a problem I observed in playtesting, where first-time players were able to keep the game going forever. After that, I changed how the charcoal worked pretty dramatically to ratchet up the difficulty, but was only able to play that change by myself (which of course is not going to give me an accurate impression of how hard it is for others).
As you observed, if the charcoal is too hard to clear, it makes the other choices less meaningful, and becomes basically just a game of waiting for the inevitable. There are plenty of potential happy mediums I can explore between this and the older version, and the difficulty really shouldn't be staying at one level like it does here, anyway. Thanks for the response!
A game of filling the board until you lose. I don't know what to call it. It's boring. Waiting for the dice to fall and shuffling takes a long time. Local scores. No sound.
You could try developing the game in a different direction. First, make the dice (or other pieces) shuffle more easily. I mean, work on the physics so the dice slide over each other better, bounce off each other, maybe activate a magnet at certain points, etc. Second, you could add bonuses that would add dynamism. Third, maybe you shouldn't block player input at all. And change the goal of the game.
This is game is an amazingly done minigame. It's really cool how you integrate the theme of the jam to the game, and the gameplay is definitely a simple one, but a really good one for when you want to have a small competition with your friends.
im too unlucky to keep playing also it runs pretty slow on my end, cool concept
Very satisfying game overal wish there was some Sound effects to go along with the dice movement and filling, very nice graphics, probably you want to add some dialog or something to tell you when you can start re-rolling! Hope you planning to add more stuff nice job!
Gameplay is fun to play, I confess that I kept pressing restart several times because I found it very enjoyable to see the cup filling up with data haha
using the chaous of physics with a puzzle matching like game not bad attempt.
P.S please try and rate my game.
I loved being able to remove some dice—it feels so satisfying. Please rate our game!
Nice work bro.
We rated your, can you rated us? We will waiting for your feedback!
Hello! You did a great job with the game, but it wasn't immediately clear what was expected of me. I read the description and only then realized that it's a merge 3 game. I also noticed that some mechanics seem to be missing. Basically, the cubes are highlighted for me, and I click on them? What I mean is, I would like to search for the right cubes myself, but they are shown to me. Good luck!
Thanks for playing! Yeah, I wanted to do an in-game tutorial, but ran out of time and had to write the instructions in the description instead. To clarify: the highlighted cubes aren't the only "right" cubes per se. You can click on them to immediately get points if you want, but there might be a better option if you reroll some of the non-highlighted dice. In fact, if you only click on highlighted dice, you'll eventually reach a point where there are none left to click, and you have to reroll. The strategy of the game is in balancing the rewards of rerolling against the risk and cost of doing so. From the sound of it, you didn't reroll at all; did right-clicking not work? (If so, that's a bug- if you're willing to share, what operating system and browser are you on?)
I tried again, and the right mouse button probably worked the first time, but it seems that it only works when all the cubes are “ready” to accept my click. I get the feeling that either the delay between clicks on the cubes is too long, or it is unnecessary. What I mean is:
I clicked on the cubes and want to click on something else, but I have to wait (not long, but I feel like I have to wait).
P.S. Please don't take my comment the wrong way, I'm just sharing my impressions.
No worries, this kind of feedback is super helpful! You're right that right-clicking only works when the cubes are "ready". I actually agree that the delay is too long, and it's not obvious enough that it's happening or why (I think I should rewrite the part of the description that talks about it). What's going on under the hood is that the physics engine is waiting for all the dice to stop moving, but sometimes it's impossible for anyone to tell with the naked eye that they're still moving. I tried a few ways to get around that problem, but in hindsight, I'm realizing that it wouldn't really hurt the game if you could click on the dice even while they're still moving (preventing that was more important in earlier versions of the game). I'm thinking of developing this game further in the future, so once the jam's over, I might just remove the wait entirely.
Nice twist with charcoal, at first I though I can reroll as many times as I want, but then saw the charcoal ones. Clever design, great game.
My laptop could barely handle all the fancy graphic updates in this game! I liked rerolling to get larger chains cleared, there is definitely something unique to this mechanic because of the dice (instead of just symbols like Bejeweled). Good job!


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