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A jam submission

Dodge RoleView game page

A beat'em up game of dice, beat as many of the dice monsters as you can!
Submitted by Squadopus — 2 hours, 23 minutes before the deadline
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Dodge Role's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#1543.9383.938
Creativity#3043.9383.938
Overall#4503.7293.729
Presentation#16453.3133.313

Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

How does your game fit the theme?
The game is an action beat 'em up game where you play as a 6 sided die. Each face of the die has a different role and attack pattern. Your enemies are also dice with differing number of faces.

Did your team create the vast majority of the art during the 48 hours?

Yes

We created the vast majority of the art during the game jam

Did your team create the vast majority of the music during the 48 hours?

No

We used pre-existing audio

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Comments

Submitted(+1)

It's fun! I liked how certain enemies seemed to be weak to certain attacks. This meant I had to think about not only what attack shape would be best but also which type would be best for the types of enemies on screen. I also liked the enemy designs. I think changing the mouse cursor into a target, or drawing an arrow from the player to the mouse, or something else like that to indicate that attacks and rolls are towards the mouse would make the game feel more complete. Also this is just a small thing but the electric beam from the blue attack comes out of the right side of the player instead of the center, which felt a bit off and made the beam come out at a slightly different angle than I expected. Still, I enjoyed playing this game, nice job!

Submitted(+1)

Quite a fun game! I love the aesthetics of  it! I think it's a neat mechanic. 

The movement is quite fluid and I didn't see any bugs that would interrupt gameplay. 

It has the great ability that it can be expanded upon if your team wishes to do so, more roles, more mechanics and more enemies. 

The Roll mechanic is a bit unclear to me as it seemed I would jump more randomly, rather than where my mouse was, so maybe reducing the distance of the jump could be something to consider.

Well done! 

Developer

Thanks for the quality feedback! Now that you've said it a reduced dodge distance sounds quite appropriate. 

Submitted(+1)

True cool arena game, which is doubly enjoyable, because I really love arenas!  Separately, I was pleased with the dynamic and random change of classes and the fact that they really feel differently.  Well, respect for the visual monsters. I love the angels from Evangelion, so I just couldn't help but like these!)
P.S.: It would be very cool if everyone who sees this message would go and honestly evaluate our game. Because we have already rated over 140+ and continue to do so, and our game has only 44 ratings...
Developer(+1)

Yesss! I also made the reference to evangelion to John (who made the enemies) glad to see I wasn't the only one who got that vibe.

Also, yes, our team has rated your game but I do recommend anyone else seeing this to give Hellfrost a look, the number of ratings it has does not track with the quality.

Good luck with the rest of the jam!

Submitted(+1)

Quite fun! Here are a few things that I've noticed:
The Staff ("Long Range Spell") could use some polish as it feels way less fun to use than the others. 

The Dagger ("Backstab") feels super good to use. 

The Shield enemy is well pretty well designed, but adding some way to stun it (maybe using the Hammer?) would help, as you can only really defeat it using the dagger.

I wish it mentioned that the roll is directed toward the mouse, I didn't realize till I read "Mossieur Patate" (sorry if I spelt that wrong, I wish itch allowed you to easily copy usernames) comment.

The enemy AI is surprisingly good, even if it's a bit simple.

Despite that, this is probably the best submission I've played so far! And I can imagine myself playing this a bit in the future.

Developer (1 edit)

Yeah I'm feeling it now that dodging towards the direction of WASD would have been the better call, I think it would have been more intuitive.

I agree on the shield enemies! Among all the dice, each of them are supposed to be best handled by a certain side, but its supposed to be possible to beat them (even if difficult) with a different side. But with shield enemies you have to roll through them and hope, or get really close and sidestep an attack to hit them while they're vulnerable, which is a lot more punishing than the other enemies.

EDIT: Also thought I would jump back in here cuz being the programmer of this game I was pretty happy with the AI thanks to learning about state machines in our main project. Glad to see the techniques are working!

Very good feedback!

Submitted(+1)

Cool presentation! I had fun playing and the concept is great!

Developer

Thanks for the feedback!

Submitted(+1)

You're welcome! If you wouldn't mind checking out my game, that would be awesome!

Developer

Just now left a reply and rated it! I enjoyed it quite a lot!

Submitted(+1)

The game is visually neat, and I find the action/gameplay enjoyable! :)

Some remarks:

  1. Many contributions took a classic 1-6 numbered die, and I like that you took the liberty of having your own die. (… Totally not saying that because I did the same. :o)
  2. Those tetrahedron enemies had me thinking of Pyramid Head from the Silent Hill series. I know, it’s silly. X)
  3. As for other numerous games: the WASD controls are programmed for a QWERTY layout only, instead of being layout-independent; for instance, it is not practical for my AZERTY keyboard (I am indeed an evil Frenchman ( ͡° ͜ʖ ͡°) And seeing the names on the game page, I wonder if Rayane Félix is too, in which case, he should have told you about the keyboard thing ;))).
  4. At first, I did not realize that the roll would be oriented towards the mouse pointer; I would advise making this point clearer in the directions.
  5. I think the die’s roll would be even more practical if you had assigned it to the right mouse button! :) Especially as I came to realize it is not only useful for switching classes, but also for quick dodges. Having to use the Spacebar did cause me a bit of trouble occasionally when I needed some quick dodging action. Although that may be caused by my using the arrow keys (which means my left hand is situated rightwards) rather than the WASD keys.
  6. As for the theme: if I wanted to be nitpicky, I would say that you took only the ‘value’ aspect of the die notion and not really anything else from its specific behaviour (as your roll movement can be seen as a classic character’s forward roll), nor the randomness interpretation that some decided on. But once again, that would be to get very nitpicky for comparison reasons with other entries; I think your choice is cool. :)
  7. Out of curiosity, which framework/engine did you use to create the game? :)

I have tested another game called The High Roller (Hardly Working Inc) which reminds me of your game in its main mechanic (ie the attack type depends on the current upper side of the die), although it uses real die rotating movement to determine the configuration of the sides. It could be of interest to you. :)

Nice game anyway, I think I will reward it particularly in the ‘Enjoyment’ category, because the gameplay is very pleasant, which is not that simple to achieve. Kudos!

Developer(+1)

Thanks very much for the detailed feedback! I guess next jam we should try to have options for AZERTY layouts. Rayane Felix is just a credit for art assets that we used, they didn't actively work on the project unfortunately.

I think John would be happy to know those tetrahedron enemies spoke to you lol, he had a great time giving them a big crazy smile like that.

As for number 6, maybe I am misunderstanding you, but the "class" that you get from the dodge roll is randomized (you just cant get the same one twice in a row). Same with enemy health values, and the damage of your attacks are in a randomized range. So I had thought we managed to respect the theme of randomization, but if it didn't click with you than it likely didn't click with others and we should have worked on it more.

For our framework, we used Gamemaker studio 2! I might move to another engine eventually, but I already put so much work into this engine I'm not sure I want to learn a new system T-T

Submitted(+1)

Thanks for answering. :)

I guess next jam we should try to have options for AZERTY layouts.

You’re not forced to offer custom key binding, simple position-based key programming is enough. ;) I am not aware how GameMaker Studio 2 deals with this, yet many APIs offer such a feature.

As for number 6, maybe I am misunderstanding you, but the "class" that you get from the dodge roll is randomized (you just cant get the same one twice in a row). Same with enemy health values, and the damage of your attacks are in a randomized range. So I had thought we managed to respect the theme of randomization, but if it didn't click with you than it likely didn't click with others and we should have worked on it more.

My God, you are absolutely right, what was I thinking when I wrote there was no randomness?! :o I did get it for the class after a roll (as it could be troublesome not to get the class I wanted), so I have no excuse! Nonetheless, I think I did not notice the health and damage part (surely because it is more numerical and abstract).
(I did not take that wrongful remark into account when I assessed the game, fortunately. :))

I might move to another engine eventually, but I already put so much work into this engine I'm not sure I want to learn a new system T-T

It can be an interesting challenge to try a new engine/framework and then try a game jam with it (I saw that My First Game Jam is a ‘relaxed’ game jam devoted to such learning). I know PolyMars challenged himself to learn/try SDL2 during GMTK Game Jam 2020, but that’s a bit tough in my opinion. X) (I took a laid-back look at it outside of any game jam.)

As for me, I keep on learning new things and applying them (for instance, I learned Ct.js for Mini Jam 110 and managed to use it here in GMTK! Also taking a look at Bevy after learning what Rust was all about :)), but I am extremely curious (and versed in versatility) and I would understand not everyone likes it. If you manage to hone your skills at your current tools and achieve your goals, that’s great. :)

Still, a big advantage of knowing several tools / ways of doing is that you can adapt better and not be too dependent on the design (and marketing…) choices of those behind your tools. For example, if you ever want to use 3D, I think GameMaker Studio 2 cannot really help you. (While I dabbled in MonoGame and saw if I could make a 3D labyrinth game with sprites as enemies, which I could, so I have some template/base to build upon. :) I must still upload the experiment, by the way!)

I would recommend still learning just in case, even at a slow pace. It’s easier if learning is fun to you, of course. :) And the more you know, the easier it is to pick up new things.

(I should definitely stop the digressing here. XD)

Developer

I'll have to look into positional programming for keyboards with gml! I didn't realize that was a thing. Very cool!

CT.js looks really interesting! I'll have to take a look at the other tools you mentioned as well.

Doing 3D is an especially good point for trying something new, but more stuff in general is a good idea for sure. I do feel bad during the brainstorm phase of a jam having to limit some of my teams ideas based on what I already know how to do.

I have wanted to dip my toes in Unity, namely for the 3d, I think you've convinced me to get started on that before next years jam.

Thanks for sharing your thoughts!

Submitted(+1)

the concept of combat is very cool, it's quite similar to our game hehe, I really liked that the enemies are also different and the presentation is on point. Good Job!

Developer

Nice to see that someone else also had a similar concept! I'll try yours out now, thanks for the feedback!

(+1)

Really fun gameplay and lots of variety brought in by the die-face attacks.

Do check out our game too :)) https://itch.io/jam/gmtk-jam-2022/rate/1616966

Developer(+1)

Thank you for the feedback! I will check out your game right now.

Submitted(+1)

I loved gameplay. Good job!

by the way could you play and rate my game?

Developer

Ooo! I remember seeing your game during Mark's stream yesterday. Yes, I will rate and play it. Thanks for checking our game out!

Submitted (1 edit) (+1)

The attacks are all super satisfying to use and the gimmick of changing weapons when you roll is really well executed here. My only complaint is that I roll towards my mouse instead of the direction i'm moving which keeps getting me killed.

Developer

Thanks for the feedback! We wondered about rolling towards movement instead of mouse and couldn't decide which we liked better, I think dodging with movement would have been the better call.

Submitted(+1)

Can’t play it because its windows only, but from the description it kinda looks like what I did. :D

Developer

sorry about that, thanks for the comment anyway though. We'll check out your game as well!

Submitted(+1)

Wow Great game! Very hard and reminds me of viampire survivors

Developer

Thank you for the feedback!

Submitted(+1)

Nice to see a similar idea :)
Also thanks for the comment and rating!

Developer

Thank you for taking the time to play and rate the game! It means a lot.

Submitted(+1)

It's so polished, satisfying to play and it looks nice. Love the feeling of the yellow role's power! Amazing job!

Developer(+1)

Thanks very much! Someone on our team played your game as well, and said that after a few tries they were obsessed with it.

Submitted(+1)

Nice! I absolutely love the fact that your weapon changes every time you take damage. 

Developer

Thanks very much! I feel like we could have made it more obvious when the change happened, but that was a stretch goal we couldn't get to.