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A jam submission

EmotionRollView game page

A game about kicking dice and defending your heart.
Submitted by GogglesforGlasses — 3 hours, 11 minutes before the deadline
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EmotionRoll's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#16103.0333.033
Overall#18733.0893.089
Presentation#20463.1333.133
Creativity#21213.1003.100

Ranked from 30 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?
You determine your emotion (and therefor powerup) by rolling/kicking a die, which also serves the double purpose of defeating enemies who touch it.

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?

Yes

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

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Comments

Submitted

I like this, though the dice effects weren't very apparent (apart from the yellow one) and I pretty much just ignored what color the dice was showing the entire time.

Submitted

This game is really weird.

Submitted

Very fun idea although the emotions mechanic doesn't really come into use much.

Submitted

It's really satisfying when you get multiple hits with one dice kick, but the emotion mechanics feel a bit abundant to me and I didn't find a way to really utilize it for my advantage.

Submitted

Really enjoyed the character designs! It was a bit difficult to remember what each color did, so a key in the corner definitely could have helped, but good work nonetheless!

Submitted

Sometime the dice goes in the edge and I can't kick it anymore. I didn't understand how win/making points on the game (I suppose it is a survive game). I loved the art and the kick of the dice. As tip II suggest to invest more time in page description once the submission is closed :)

Submitted

I like the character designs a lot! Kicking the die into the enemies felt satisfying, and the buffs were an interesting idea in concept if not in execution.

Submitted

Very pretty character designs!

Was a little confusing at the start, but once I got into the rhythm of it I had fun. It's very satisfying to watch the dice bounce around defeating enemies.

I didn't realize you had to defend the heart in the middle until after I lost.

Submitted

It's an interesting concept. Unfortunately the die gets stuck at the edge of the screen sometimes and it's hard to get it out from there.

Cool idea and nice characters tho!

Submitted

Final time: 76.
I'm not sure this is world record, but I did my best. Interesting concept to kick by the hoof)

Submitted

A cool little game that has a lot of potential. I would recommend using the Dice to tie into a more tangible gameplay element. I didnt notice anything changing when the colors were rolled, and it would be cool if you could get different abilities with each color. It was a bit confusing figuring out I had to kick backwards in order to push the dice, but once i got the hang of it I found myself enjoying the game a lot more than I expected I would. Solid entry for a 48-hour game!

Developer(+1)

The whole emotion dice mechanic originated from the game originally being a sort of visual novel/point and click game where your emotion determined what responses the player could pick in a given conversation. Unfortunately that didn't work out in development, but I wanted to keep that concept in the game. So when I remade the game to what it is now, I simplified it the dice to give small powerups. Another thing lost was the actual expressions of the main character (the deer) changing based on their emotion, and their heart socket thingie on their sweater actually changing color like the big heart does in the center now. I couldn't really translate that into the actual animations of the character, which definitely made the game lose a bit of personality and further removed the impact of the dice. So yeah, I agree. I wish I could've made the die and emotions more impactful, but I had to spend most of my time remaking the game in the later half of the jam.  It's a pretty big fault of the game that you could basically just replace the die with a ball, and remove the emotion mechanic entirely while still basically having having the same game. Anyways, thank you for coming to my ted talk and thank you for the valid criticism. Same to all the people who mention the lack of tutorial, having to learn through trial and error, and the dice getting stuck in the corners (I actually made the wall colliders at the edges slightly slanted so the dice would better bounce off of them but obviously that wasn't a full proof solution).