Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Dicey Dicey DevilView game page

Playdate Platform Game
Submitted by digikerot — 1 hour, 53 minutes before the deadline
Add to collection

Play game

Dicey Dicey Devil's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#14.1434.143
Fun#23.7143.714
Overall#53.6673.667
Use of console#73.1433.143

Ranked from 7 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Pre-made assets (Optional)
I reused a couple of art assets from previous games. I also frankensteined this partially out of Raid on Rabbit, though I ended up rewriting all the movement code anyway. Please judge me harshly for the code reuse, though.

Leave a comment

Log in with itch.io to leave a comment.

Comments

Submitted

Using dice for jump height is quite original and the game in total is a lot of fun. The sound design and graphics are cool, too—if only I weren't stuck in Dungeon 10, but I’m sticking with it!

Developer

You are the second person that's mentioned Dungeon 10! I was kind of wondering what I'd done with it, but it seems like I needed to make the parameter modification tiles a little clearer visually (drop the 6 block ontop of the darker coloured block in the bottom-left of the map and it'll massively increase your running speed, which should let you clear the thorns)

Submitted

Love the art, sfx and the varying little tunes. The game is super stylized and polished! For some reason it took me a way too long to figure out how to beat level 10, but that might have been a me problem lol.

A minor gripe I have is that I didn't love the feel of the base platforming, IMO it feels a bit heavy and slow, and I think that works better in Raid on Rabbit because the platforming is so rigid that every jump must be pre-calculated; it takes on a whole different flow from a typical platformer, whereas the platforming in Dicey Dicey Devil to me falls awkwardly somewhere between rigid and fluid in comparison. I actually kinda wonder how the dice jumping might have felt if it appeared in RoR!

BUT the levels kept things interesting with quite a few introductions of new mechanics and clever blends with existing ones that kept me having fun most of the time with maybe a few annoying moments. Can't believe the number of interesting levels designed so quickly. Really impressive overall!

Developer

Thanks for the detailed feedback!

The base feel was bit of a sticky one with this - it's likely partially that most of my references points for platformer feel are pretty old, but it's also partially a constraint of the base game design. I basically had to settle on something pretty early using a test stage that still gave me room to shift weight and movement speed in either direction and then stick with it, as any subsequent modification would have required redoing all the stages. Something to chew on if I find the time to go back to this in a significant way for sure.

Submitted

Very nice game, I really like the idea of associating the jump with the number on the dice. The art is really beautiful and the music has the right mood for relaxing and focusing.

Developer

Thanks!

Submitted

I like that this game maintained the same spirit of Raid on Rabbit with all the background music variations and cute game over screens.  The multi-height jump system was interesting and more forgiving than Raid on Rabbit :)

Developer

Thanks!

I was pretty deliberately trying to make this easier than RoR, as I appreciate that not everyone likes the kind of aggressively mean platform games that were common on, say, the ZX Spectrum. Might have overcompensated a little too much there, though!