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I played the game around 4 or so times and maxed out a score of around 14 twice :D

I'd say the game was pretty interesting, with a unique take on the jam theme.  The idea of dragging around dice to different slots was also pretty fun. I liked the way you wrote up your tutorial on itch, it made the game very easy to understand - You'd be surprised as to how many games don't do that :D

The game has a lot of RNG involved in your chances. It quite literally is based on a dice roll, and RNG is every game developer's kryptonite. I would say that going for a completely RNG based game is a very very risky idea as the player is very likely to blame the game for messing up instead of themselves. 

Take a look at GMTK's review of a lot of games, e.g Celeste. The main point he tries to make here is that the game designers have made the controls and player movement precise enough so that the player can never blame the game for their mistakes. The second the player can pin blame on the game for losing, it slowly chips away at the fun of the game. This is also why bugs and errors in a game can make them less fun!

What I'm trying to say is, to make your game less focused on the RNG aspect and add some more tactical approaches or strategy to your idea. For example:

- Make the location of where you put your dice important, like having areas of the dice that rack up more points.

- Make the number of dice you have on the faces important, such as having less dice increasing the chance of picking that die. 

- Add more than 20 draws. I feel like 20 is too little since you only get 4 turns to play the game and lowers the room for strategy. 

Other things I'd want to include is:

- some sfx!

- More dice types

- increase the number of dice sides


That's all I have to say. Overall, I'd say the game had a unique concept and looked pretty nice, but the execution needs to rely less on the RNG to make the game fun. Good job!