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A jam submission

Gamblin' GoblinsView game page

Submitted by Stoff (@artstoff), Mirando (@Mirando0110), KepFox (@Kepsert), jamiedoesthings (@jamiedoesthings), Syafire (@Syafirevt), Frozendoze (@frozendoze), Yirsi (@yirsimusic) — 31 minutes, 27 seconds before the deadline
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Gamblin' Goblins's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#1194.4314.431
Overall#4143.7553.755
Enjoyment#4863.5973.597
Creativity#17213.2363.236

Ranked from 72 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?
It's a game where you have to shoot rolled dice in correspondence to what side is up.

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

Viewing comments 40 to 21 of 56 · Next page · Previous page · First page · Last page
Submitted(+2)

Realy fun game, got a score of 17

Submitted(+1)

This game has a high level of polish, as expected from such a (relatively) large team, and there's a good bit of fun to be had. I will say that I didn't even notice the income-based-on-position mechanic until I read the comments, and  the aiming was always slightly offset from where I actually clicked, which with the small enemy hitboxes, made shots unnecessarily miss far too often. I did like this, though, I just wish I could like it a bit more.

Submitted(+3)

Outstanding aesthetics, compelling gameplay, decisions to make with each upgrade impacting the gameplay in its own way... This game is an absolute winner! I love it!

I would play it for a lot longer, however at some point I ran into this bug where an enemy spawned out-of-bounds. I assume it fell to a lower Z-level than the table is on. I couldn't shoot it and it couldn't shoot me. If that's the case, a ten second fix would be to ask Enemy.Update() if the enemy is on the usually inaccessible Z level 0. If it is, delete it and spawn another enemy.


Fix that bug, and you'll have a game that I'd want to play for hours. Amazing job, team!

Developer(+1)

Hiii!

Thank you for playing! I'm glad you enjoyed it!

What you described there is most likely what happened haha, we didn't run into this while playtesting at all so it hadn't crossed my mind to put in the fix (an oversight, unfortunately :D) and I'm sad to hear it has softlocked people while on good runs!

Perhaps, after the voting period ends, I'll drop in a quick hotfix + hitbox and shop fixes while at it, but no guarantees!

Also, thank you for your kind words! ^^

Developer(+1)

Poggey Crossey :D

Submitted(+3)

I love the aesthetics of the game! I think i played to level 13 or something like that until i felt like there was nothing else to see.

I wish there was more to do than just to upgrade firerate and movespeed. it felt like i never really did anything other than holding down the mousebutton until everything was gone, and i'm not sure it felt that satisfying.

would love to revisit after a couple of bugfixes and maybe some more content! :D

Developer

Moose thank you for your kind words about the aesthetics and for the feeback. Appreciate you!

Submitted (1 edit) (+3)

I loved the soundtrack and visuals. The gameplay is engaging, the difficulty is just right. 

However, there were a couple minor things: the projectiles seemed to fly through the enemies sometimes, perhaps the collider for these is small or something. Also, I had some difficulties aiming at the enemies. Not sure what it is, either the size of the enemies or perhaps the projectiles fly straight out of the staff which is a bit to the side?  Maybe it's just my skills though.

Loved the voice lines by the way. Amazing game overall!

Developer

Thank you Red :D Loved your game as well!

Submitted (1 edit) (+3)

Nicely done team! This is a super polished game for 48 hours, be proud!

I got to round 9 before I called it quits. The difficulty seemed to ramp up quite a bit, but I got the gist of it. There were two things that made this feel a little awkward for me. 1st is the fire rate - a game about shooting should feel good to shoot, but you make the player invest time and effort into making it feel "less bad" for most of the game. Even after getting the cost close to 50, it still didn't feel good. And 2 (closely tied to that) is that the hit boxes felt off for enemies. There were many times where I thought my shot went right through an enemy instead of hitting it. It was unclear if this was intentional or something. I also noticed that you could sometimes hit a die before it fully spawned. It just seemed inconsistent. Again, i'm not sure if that's a 48 hour programming side-effect, or the result of some design decision that I didn't understand. 

Outside of shooting, the controls feel pretty good. Nice and responsive. It took me a little bit to understand what "betting yourself when killing an enemy meant" but once I figured it out I had a good time trying to figure out the best positioning to maximize my income. I liked standing between 4 numbers and just focusing on those 4, not worrying about the other 2. I think that was my favorite part of the game. This gave the twinstick shooter genre a reason to care about positioning BESIDES cover/dodging, which I really liked. Very clever. 

Oh, and here's my obligatory art praise - y'all knocked it out of the park on art and graphics. The dice enemies are a little difficult to read sometimes and the colors are a bit too similar, but the overall aesthetic is phenomenal. Well done!

Keep making games y'all. You rock!

edit - came here from syafire's stream. thanks for the recommendation!

Developer(+2)

Thank you for such a thoughtful response CFHM You are a super star. And I appreciate all the compliments on the art!

Developer(+1)

Thanks for checking out the game and providing so much feedback! I fully take the blame for the dice being hard to read, as I picked out the colours and our 3D artist was concerned about that - so that's on me! Very happy you enjoyed it overall, though!

Submitted(+3)

Whoa, the visuals and audio is absolutley stunning and the gameplay feels really tight and fun!

Great work people! :D

Developer(+1)

Thank you!

Submitted(+3)

Very cool! The aesthetic is brilliant!

Developer

Thank you so much :)

Submitted(+3)

Fantastic gameplay, aesthetic and music! Really fun to play!

Developer

Thank you Niki!

Submitted(+3)

I love the whole vibe and aesthetic of the game. Perfect balance of upgrades and wave progressions. Beautifully done. Excellent work, guys!

Developer(+1)

Thank you so much Marc!

Submitted(+4)

This was a fun game, well done! I particularly liked the aesthetics of the game space - the fact that the enemies were actually being rolled, that you could see the hands of the goblins, that they were commenting on how you were doing, it made for a really strong experience. I loved the progression as more and more enemies showed up on later waves, it led to some pretty tense bullet-hell-esque encounters! The upgrades were a nice way to add progression as well, and I would love to see those expanded upon - something like chance based upgrades, like critical hits or different effects based on the tile you were on, would've been an awesome feature to see. I can understand why they might not have been added, though, particularly seeing how much time went into the rest of the design! The graphics were very well made, I really love the pink and yellow (is it yellow? or orange?) colour scheme, and the combination pixel art-3D design works surprisingly well, so very well done on getting that to work! And the sound design was great; I loved the voice acting, and the music was a great fit with the gameplay. I'd love to see what this game could be with even more content added, like new enemies, new environments, new mechanics - it's a solid foundation that's also fun to play, so you should be proud of having made it! Well done!

Developer(+1)

Thank you so much Cake!

Developer(+1)

Thanks Cake, your comment really made me smile! I'm especially happy you like the colours and the 3D/pixel combo. Thanks so much for playing!

Submitted(+3)

Great game, pretty and fun! You managed to make a pretty good difficulty curve! Great job!

Developer

Thanks Bleskar!

Submitted(+4)

Great work on the visuals! Hitboxes could be more forgiving, and UI felt a tad unresponsive, but overall the game has clear potential

Developer

Thanks wonderbounce, we really appreciate it!!

Submitted(+4)

What a great aesthetic! Everything about the audio and visuals was really on point, even the voice acting which is surprising for a jam game. The waves and upgrades made for a nice flow, even if the mechanics were pretty simple. While the betting mechanic doesn't really come through, I like where you guys were going with it - splitting the players attention between fighting enemies and engaging with the board mechanic seems like a good direction to go. What if you could only defeat enemies on a certain number? Or staying on certain numbers presented some sort of hazard? 

Overall, a great submission!

Developer

Great feedback, thanks Chin!

Developer

Thanks Chin, really kind of you to say! I really like those ideas for adding complications to staying on certain numbers - I think I'd enjoy that mechanic a lot too. Thank you for playing and commenting!

Submitted(+4)

Excellent execution of a simple concept. I loved how each wave steadily escalated the enemy variety and the chaos. Very impressive style and polish too.

Developer

Thank you so much damned!

Submitted (2 edits) (+5)

I like the colors and the art definitely has personality. It's a fun little romp, I got to round 14 before I got clobbered. 

Enemy variety is decent. Gameplay isn't terribly original though, but that's fine. I would've liked to see some more wacky upgrades to get rather than simple buffs, but it was a short jam so eh. I feel the aim is off from the mouse so it was unnecessarily difficult to aim, as well as the projectiles just seeming to occasionally phase through enemies, and the sticky wall geometry all take away from it a bit. Also I feel the dice theme is pretty weak here, the enemies are dice and it's aesthetically dice adjacent but that's about it. I get you get more money if you kill on the right spots, but the feedback for this is kinda weak so it feels like nothing is happening, and I thought at first the dice had to be on the square but its the other way around. It doesn't feel like the most engaging risk mechanic, and the game gets so chaotic there's not really time to be trying to kill enemies in specific spots y'know. Past a certain point you're much better off trying to kill everything as fast as possible. Maybe feels kinda like the mechanics are having an identity crisis. 

Oh and the music bopped, and the voice clips were fun, wish there were more of them. Good job though, it's good to learn from where you went wrong, but it was still fun after all. So everyone that worked on this should be proud

Developer(+1)

Bolt, super valuable feedback and thank you for taking the time to write out an in-depth response. Super appreciate you and all your viewpoints. You rock :)

Developer(+2)

Hi! Thank you for playing!

Of course this is easy to say, but we did have more plans for the game - unfortunately the 48-hour time period got to us so we didn't get to implement a lot of things we had in mind, including but not limited to: more upgrade types, special weapons, more enemy tops, hazard that'd appear if you killed specific enemies while on the wrong tile, things like this. I agree as of the bullet hell part where it's mostly easier to just kill enemies right off the bat, however, for some of the people who have been grinding high score waves and got quite good at the game; this didn't happen for them until approximately wave 25~+, at which point it was getting stale due to lack of content anyway :D

Either way, thank you for your feedback, it's much appreciated!

Submitted(+1)

I always feel slightly bad about criticizing jam games knowing the time was so limited, but since jams are like the essence of your game dev skills boiled down, i think its really useful to see the areas youre lacking, as well as it kind of doesnt hurt that much to be criticized in a jam since all faults are always excusable due to the time limit. Its kind of the best of both worlds. Anyway im rambling, thanks again for making the game! P.S. The more jam games I play, the more i feel the "dice" complaint isn't super fair. Most games (including ours) suffer from this because dice is just a really difficult theme to make engaging. 

Developer(+1)

Thanks for playing and providing so much helpful feedback, Bolt! I do wanna take responsibility for the feedback connecting kills to areas being weak - there should have been payout info on the table and I dropped the ball there! And I definitely agree that jams boil things down to the essence, but there's always a balance between what you can do vs communicating with a large team and keeping folks on the same page. So I'm gonna hijack my own comment to thank my team, too - I super appreciate them seeing me through my first jam here.

Thanks again for playing, and I'm really glad you enjoyed it!

Submitted(+3)

Really fun and addicting!

Developer

Thank you!

Submitted(+3)

Awesome presentation all round and pretty addictive gameplay, great work! The one thing I felt is the difficulty could perhaps be ramped up earlier as I personally felt like I didn't need to spend any money on upgrades for a while :)

Developer

Tom, thank you so much for the kind words and feedback :)

Submitted(+4)

One of the best games that I’ve rated during this game jam! Sound and music are awesome! Same are the graphics, I just love some pixel art mixed with 3d objects. Overall, this game is awesome!

Developer

So glad you loved the art and the pixel mix with 3D it was so much fun! Thank you for your kind words <3

Submitted(+2)

Really fun game! I agree with some of the other reviews that aiming was probably the most frustrating part. I also wasn't quite sure how to bet myself on a number ... Everything else was so enjoyable! Great effort by the team!

Viewing comments 40 to 21 of 56 · Next page · Previous page · First page · Last page