Very very polished game, loved it! You game page is amazing too, brilliant work
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No Time to Dice 🎲's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #60 | 4.538 | 4.538 |
Overall | #158 | 4.046 | 4.046 |
Enjoyment | #333 | 3.715 | 3.715 |
Creativity | #361 | 3.886 | 3.886 |
Ranked from 158 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?
In the game, a girl and her dice must get back home traversing a dense forest populated with odd characters and menaces that require them to go through trials based on the result of dice rolls and constraints.
Did your team create the vast majority of the art during the 48 hours?
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?
We used pre-existing audio
Comments
The game is really good and very polished. I would even say that this is one of the best games in this Jam!)
Great job!
The game has polished pretty well, art is amazing! And the gameplay is fun too. But I think it should be able to show text instantly so that player don't need to wait too long
Woah! The presentation, art, and polish is SO fantastic! Great work!
Besides the problem of repeated dialogues when returning to a map, I LOVED this game! Everything aligned perfectly with my tastes, and for two days you covered a lot of ground. This idea has lots of potential, I believe
Really polished atmosphere, although as others mentioned the dialog was a bit long at times. Only displaying it the first time you entered a tile on the map could help with that in the future. Great work!
Thank you for playing, and for your nice feedback !
Actually, we do agree with you on that point! And that's what it was doing, like 10min before the deadlines: the dialogs would only appear once, when you first enter a room. But during these 10 min, we fixed a bug that would crash the game, and our fix introduced that the dialogs would repeat :/ We didn't have the time to fix it unfortunately! (but at least the game isn't crashing anymore)
So that's why ahah ! Thank you again <3
There's something about this that makes me feel like they're secretly the main villain the whole time ;P (it's not letting me attach a picture, but it's the first white dice's face while his dialog is open)
In all seriousness, you got a highly polished game here friends! The art is impeccable
Beautifully presented, and fits the theme perfectly. I played through to the end and enjoyed myself! There were a few bugs in the first rooms, and I kinda wish the dialogue was either much faster or worked like in some other games; so clicking completes the dialogue as it's appearing. But minor niggles aside, you've made a very compelling game!
Congratulations, not an easy feat to produce something so good in 50 hours!
Thank you for your comment!
Choosing between relying on randomness and loading the dice was a tough decision we had to make during our brainstorming session at the start of the jam, and I’m glad that we kept the randomness in, it keeps the players on the edge – but as a result, balancing was a bit more difficult :)
What an atmosphere for something that could have been just a 2d on a map game!
Really really nice idea for a concept that I already saw here, but you found the unique twist to it, well done!
You're already aware of some of the really small bugs I encountered, nothing game-breaking tho ^^.
You can be proud, congrats!
Hey there, thank you so much for your feedback and for playing <3
I see what you mean ! Gameplay is indeed minimal, we really took the liberty to make a narrative game, so the interest of the experience comes from the dialogues, the universe and the different dices (and their personnality). But I get your point, indeed !
Thank you again <3
Your team done incredible. You made such an amazingly polished game in just two days. The art is phenomenal and nice choice of music. I love the design for the dice and their own personality. Almost every single bit of it was done really well. The only problem is that the actual gameplay is purely RNG with very little strategy and interaction. Adding more stuff to not make it purely luck base would be good but after playing I'm still amazed that your team made all of this. Good luck on the jam!
Well first of all, thank you so much for playing and for that awesome feedback!!! <3
I completely get what you are saying. The actual gameplay was born between a wish of a part of the team to have 'dynamic' dice rolls (hence, luck) and an other part of the team to have rolls 'predefined' or 'less important' (hence reducing the possible frustration).
From here, the idea to have multiple dice, which each one being able to roll different values, was a good compromise: it was luck, yes, but the player would be able to chose which die to play and when, hence being able to craft a strategy. Sometimes, the perfect strategy would fail, but a perfect strategy would have statistically less chance of failing than a random one. (that's why there are 8 dices in the game, to have multiple ways of strategizing the gameplay)!
However, I get what you are saying, even with this strategic aspect, luck, and therefore, failing are a part of the deal: sometimes, you fail even though you had a good strategy, and you can't do anything about it. Let's say it's a design choice aha we wanted to keep the randomness of the dice game, but also give our players a way to strategize!
...Woosh I was WAY too long ahah
Thank you again for your kind words!
Very nice art, the only way to go ahead is with luck and randomness? I would have liked it if there was some skill-based option with the random phases.
Hey there ! Thank you for playing !
Well yes, there is a fair amount of luck. However, the dices in the game (the 8 dices!) are here to help reducing that 'luck window'. Skills then comes from chosing the best dice combination to optimize your roll. (If you want an even number, it's a 100% chance with the Even dice, and 50% chance with D6 for example)!
I get what you are saying though, but this system really worked with us, as it allowed to maintain luck in a dice based game, but also inducing people's skill in chosing the best combination !
Thanks for your feedback!
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