Play game
ROLLPIRE's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Gameplay | #16 | 2.667 | 2.667 |
| Sound | #38 | 2.267 | 2.267 |
| Overall | #46 | 2.233 | 2.233 |
| Theme | #58 | 2.067 | 2.067 |
| Aesthetics | #74 | 1.933 | 1.933 |
Ranked from 30 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Leave a comment
Log in with itch.io to leave a comment.





Comments
Wow I was really addicted to this game! Really good job! I really loved the UI design, would have love the camera to be a little further but it was a good experience! Good job! :D
Fun simple vampire survivors style game. I thought the upgrade system was pretty interesting but maybe a little too random, I ended up skipping most of the upgrades. The simple visuals and audio worked well but the actual die you're rolling looks super low resolution for some reason.
FINALLY someone calls out the low res dice ahahahahaha. Us 2 friends who worked on this never once did 3d modeling before so making this dice was such a hassle XD
Thank you for enjoying the rest of the game! (dw the dice and events failed us during testing one too many times as well lol
It plays a lot like Vampire Survivors. The core interactions are good. Enemy behavior is what you would expect for a game done in three days (basic chasing, no interesting movement patterns, not much enemy differentiation).
I found the upgrade menu confusing. I know you're supposed to roll the dice to determine how many upgrade points you get, and I did that. I got some points, and I think I spent them on upgrades, but it didn't feel like it was clearly communicated to me. Sometimes the dice lands partially between sides instead of cleanly on one side, and that adds to the confusion.
I had to click on the "skip" button to get the upgrade menu to go away, even after I chose one of the upgrades. I didn't know of any other way to dismiss that screen, so I just kept clicking skip. It felt like I wasn't playing the game "correctly."
Just to test the limits of this thing, I walked as far as I could to the right. I walked right off the map. The enemies followed me for a bit, but then they disappeared and it was just me in the void.
Overall it seemed like it needed to be more challenging and less confusing. Enemies need to form big swarms like they do in Vampire Survivors, and they need to encircle you, making it hard to escape. Then you have to balance that with the upgrades.
But more importantly, I would just ask, why create this? How is it all that different from Vampire Survivors, outside of the gimmicky dice throwing upgrade system? Why is it better to put upgrades behind RNG, and why is it better to expose that RNG to the player? Isn't it much simpler to just let people pick their upgrades? What does it add? Why would I want that?
You don't have to take my word for any of this. Make two separate versions of the game, one with the dice gimmick, another without it. Give both versions to ten different play testers. See what they say.
For the record, I think you can take out all of the dice stuff, pare it back, and just work on executing the basics flawlessly, then consider how you can add a twist.
The core inspiration was indeed vampire survivors and we decided to go with enough content which we knew we could complete in 3 days, hence no enemy variants.
The upgrades do work, I think it could have been better displayed with simple UI text displaying "purchased" but oh well. The dice was supposed to be purely random by applying a random force to any side and ignoring all other forces, however it ended up feeling "floaty".
The skip button was in a way to...well...skip the cards infront of you and continue back with the game. Maybe a cross button alongside would have been helpful but we ignore the need for one as it would have given the same function.
The game does get challenging on later waves with faster and stronger. For the encircling point, we did try spawning enemies right infront of you so that you would have to serve and turn to avoid enemies.
Alright so for your main concern, "Why create this?" firstly I think if we ask that question for every single thing we try making, humanity will end up nowhere. Putting the upgrades behind RNG was an interesting choice as it gave the player a much larger control over what upgrades they choose, should they spent the currency this round for an upgrade? Should they save the currency for later levels? Will the player roll a 1 or a 6 next turn, would they then be able to afford the upgrade they like? Would the upgrade they want even pop up? All these variables amounted to tons of replay ability and having people go for the "lucky" run where they would amass the most points. The current top leaderboard player told me they would pick +enemies spawn cards to achieve the highest possible score.
It comes down to personal preference where some people will choose guaranteed outcomes where logic, reasoning and planning, while others enjoy pure chaotic randomness.
You raised some valid points with OOB and dice issues, however I think you completely missed the mark on why we created this game.
"Personal preference" in large numbers determines whether a game will do well. It's just a lot of people with "personal preference." So if the majority of people prefer the dice gimmick, great, keep it. If they don't, then I guess the game won't become all that popular. Do you want it to do well or cater to a small group of peoples' "personal preference." ?
Other successful games have systems like your dice rolling system, but they usually give you a choice. Voidigo has a powerup option that basically rolls a dice to see if you'll get a very powerful weapon, but I think they have a better design because you don't have to choose to roll for that upgrade. You can just pick the standard upgrades too.
It doesn't really mean anything to "save up" for another upgrade if all upgrades are gated behind RNG. I don't know if I'll get lucky this upgrade cycle or the next. They're the same. You think it's giving players a choice, but it's taking away choice.
A game like Vampire Survivors. I think the enemy spawning is well-balanced. The player doesn't have to wait, and the player can avoid enemies. To collect experience, you need to lure out enemies. I had a hard time doing this, but maybe other players will do better. I think accumulating points is one way to implement the theme.
It seems like the leaderboard in your game has caught everyone's attention.
The "skip" option is confusing. I didn't immediately realize that the red text is debuffs. The dice should roll automatically.
We did think of rolling the dice automatically, but we also wanted a buff of stacking dice rolls that unfortunately couldn't make it into the game sadly.
It was good , i love the bg music...
rated your game bro , could you rate us too ?
I personally am not a big fan of rather idle games such as this....
Yet it means nothing since this is my personal opinion and the game itself actually has a great concept. The sounds were pleasant, the visuals were unique and I didn't run into any noticable bugs. The gameplay was also easy to pick up.
While I personally won't play this type of game on my free time, I think there are MILLIONS who might. You should definitely consider further developing this concept into a mobile game!
funny
Nice game play amazing work bro... I rated your game don't forget to rate us
Liked the concept! reminds me to some old school beat them up the cards were a little confusing or contradictory sometimes, but overall a fun game!
Thanks you! We also finally figured out what was causing the issues with the cards!! The game assigned the functions to cards at runtime and at the card press event it rerolled the events assigned to the card which meant that cards had the same price but different actions. This was such a trivial issue that it escaped our testing.
The game's style reminded me of something from the 90s. Simple and straightforward, well done!
Pretty cool! I'm not sure if is my screen but the green letters of the updates were too bright so I wasn't able to read them.
The green colours were definitely saturated, and I would def fix them. Thank you for pointing it out!
Is it just me or the downies are much more brutal than the upgrades, still a good game though
Ahahahahhaa yeah! We aimed to make the game a bit challenging else the upsides would barrel down into making you an unkillable force of nature! Thank you for taking the time to play the game!
cool game!! i liked the idea of buying perks with the rolls but the descriptions seemed wrong, so i wasn't really sure what i was buying. still had fun tho, and got 3rd on the leaderboard! great work :))
The descriptions sometimes messed up and that was definitely an oversight on our end! Also a few people have beaten your score, will you return to claim your title? XD
lmao, if i can find the time between rating other games i'll come back for another go :))
game is ok, the perks description doesnt seem to line up with the effect and also its odd that all of them how downsides.
Thank you for taking the time to review our game! Yes the description definitely misaligned with some of the cards and it was an oversight in development by us! The downsides is a funny story involving a '>' replaced by a '<' making a 30% chance into a 70% chance xD!
Superb game ! The music is cool and gameplay too, it took me a little bit of time to understand some mechanics but still a good job !
Thank you for the kind words! We were so focused on the leaderboard that we forgot to include a tutorial XD
Cute take on the vampire survivor genre! My dogs loved your whistle-theme, haha
AHAHAHA thank you and please give your doggo a treat from us!
Gameplay and perks are cool. I could feel myself progressing as I advanced.
But on some cards it both says +2% damage and -2% damage.
Thanks for playing! We couldn't make the cards perfect in time unfortunately and some perks had to be left out!