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A jam submission

Dice Cee-lo BattleView game page

Play Cee-lo dice and use attacks to win
Submitted by Shotgun Anaconda (@ShotgunAnaconda) — 2 days, 23 hours before the deadline
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Dice Cee-lo Battle's itch.io page

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Comments

(+1)

https://www.twitch.tv/videos/2616331265

It's a bit too obscure for my liking. Also - graphics need WAY more juice to trigger any sort of dopamine. Cuz right now it's more confusing than engaging.

Definitely needs a tutorial. Skills are a curious addition, though "FUCKING SHOOT THE GUY" feels way more powerful than "fiddle around with the dice"

I honestly have no idea about wether I like this game or not. I do love gamba, but I need to understand the rules before I get addicted lol.

I won and then the game seemed to end. Or did it? I can’t really tell. Or, it seems like the mouse tracking became broken and laggy.

Feels like it could be fun. With proper grafix the dice rolling could be satisfying. Powerups made no sense to me. Like someone else said, maybe something more simple like score multipliers or dice adjusters (change one or more to a D12 or a D3 or something - could be a benefit or restriction depending on if you simplify the scoring system).

Developer

thanks! yeah it doesnt have an end-state, just keeps going. yeah i agree, doesnt make much sense in its current iteration. will probably shelve.

Submitted

UI is very confusing and I can't tell what turns are, but I won by clicking buttons without any apparent resistance.
I'd say what makes gambling fun are the stakes, you need to feel like you're actually betting and risking something, be it money or your life, so maybe empathize those aspects better instead of giving you infinite use items. Having an actual opponent you can see would be a big plus too, right now it just feels like I'm trying to tickle myself since the enemy doesn't really seem to do anything other than rolling the dice, which I could do myself.

Developer

good takes on what makes it fun. Doesnt make much sense in its current iteration. will probably shelve.

(+1)

yeah it didn't click with me. what is even a "straight"? you can't assume the average joe knows gambling terms

i just roll the dice but it doesn't feel like i'm in control. the dice themselves are mildly confusing, not just for being 2D vibrating things, but also their colors didn't contrast enough imho

Developer(+1)

2d hater

Submitted

As a fellow dice game creator I wanted to check this out.  It was a little confusing at first, but I think I understood it at the end.
Feedback:

- The point is confusing.  i would stick to easily identifiable scoring

- On the note, why not just total up the dice rolls, then add bonuses on top of them? That would soften the impact of getting nothing. 

- I would check out this game for some inspiration: https://miltage.itch.io/rollcadium

- Abilities are half baked, didn't quite get them.  But thought that rolling certain dice combos to unlock them would be cool

I think the main thing this needs is clarity.  Make dice pulse when they can be locked, take some seconds to show who is winning  and why.  This would also be good for tallying score and showing roll values.

I think there is some fun to be found here, it's just very rough ATM.

Developer(+1)

yeah all fair, the points and rolls is all based on cee-lo rules. i tried to avoid the "standard" balato way of reaching certain numbers and wanted it to be gambling, threw in the skills for spice but they are underbaked for sure. 

everything ux is super underbaked, didnt want to spend time on that until i decided if i should do this game or not.

Submitted

Ahhh, I didn't realize it was based on a real game!  I remember that from Kaiji.  That makes more sense.

Submitted

I had to look up what a point is before noticing it was hidden in your description.

As for finding the fun, I think the three abilities aren't designed well:

  • Shooting the opponent isn't fun if you hit or miss and circumvents the gameplay
  • Making the point a triple is always better than a point, so it will always be used
  • Making the point better is almost always a good idea, so it will almost always be used

I also think the inherent concept doesn't lead to much fun:

  • Getting 'nothing' rolls and being forced to lose with no control on your part is very unfun
  • You always have the opponent at a disadvantage with rerolls and abilities
  • There's a lot less tension than actual gambling since the amount you win and lose is fixed
  • Being caught in a win-then-lose stalemate is unfun
Developer(+1)

All fair, the skills were whipped up quickly just to test. maybe this is where the project ends