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This game manages to wring a lot of tension out of a simple concept! The aesthetics are great - one of my favorite visual designs of the jam. I also got the feeling that 1s were more probable for me than the enemy, but I wonder how much of that is an illusion. I didn't keep count, and of course the player is going to remember their own busts more than their opponents' (not to mention it gives me an easy excuse for only landing one hit in each of the three full games I played 😏). I'd be interested in seeing if there actually is a difference. It seems hard to make a physics-based roll perfectly fair! In either case, I suspect the biggest advantage the enemy has is actually the fact that they go second, since it's easier to gauge risk when you have the final move (for instance, if the enemy has a higher score before the final roll, they know it's safe to skip because the player can't respond). This is not necessarily a bad thing when only one player is human - being the underdog can make victory all the sweeter.

Wonderful comment, you really understood my idea, man. I noticed that after I let the dice be rolled from a higher height, the game's difficulty increased. I think a post-jam update would be to add some kind of "Dice Roll Strength," which would give the player more control. Yes, I also get very frustrated with the AI that keeps jumping, but I configured it to do that myself; it really is smarter than me. That said, I wanted to implement 1v1 multiplayer with a weekly ranking. I think it's an idea with a future. I hope we play this version together. Thanks for the comment, friend.