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A jam submission

Diced OutView game page

A Momentum-Based Bullet Hell
Submitted by Trojanowski111 (@Trojanowski123), 4ydam (@4ydam) — 3 minutes, 23 seconds before the deadline
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Diced Out's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#10153.6383.638
Creativity#13033.4043.404
Overall#13453.2983.298
Enjoyment#20212.8512.851

Ranked from 47 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 must roll the dice to gain momentum

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

No

We used pre-existing art

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

Viewing comments 32 to 13 of 32 · Next page · Last page
Submitted(+1)

Having speed be your HP was a very smart choice since you don't have that much control over where you end up going a lot of the time.  It sort of has the same problem as Breakout when you only have one enemy left.  The collisions are also very small, making hitting things more difficult than you would first expect.  Giving the player some other way to use speed to improve their odds of hitting an enemy (like a small AoE burst or homing attack) might be a nice addition to give a little more control to the player.  The core is quite fun, but seems like a matter of polish and details to me at this point.  Great work for 48 hours.

Submitted(+1)

I like the idea of having to have a certain speed to be able to kill the enemies. the controls however were quite unintuitive for me and it begs the question whether this is really dice-specific or could be created in a different context. regardless, good job!

Submitted(+1)

An interesting concept, certainly. Playing with WASD was an absolute nightmare for me. Luckily for me the game works with a controller, and using an analog stick was only a partial nightmare to control. However, it feels like the game wasn't really designed around supporting controllers because there's no way to restart after dying without using the keyboard. Conversely, the "Press any button to continue" at the end of the level is really easy to trigger without seeing the message when using WASD. Either way, I just couldn't feel like I could get a handle of the game. It's hard enough to control it at-speed, but so many of the enemies attack on a timer in a way that you need to really time when you approach them, which is pretty much impossible. I didn't get very far because I just wasn't getting anywhere after a while, and I got frustrated when I died after clearing like 80% of the enemies on a level. It's a very neat game; I just couldn't get into it.

Submitted(+1)

Very clever and chaotic idea! It took me a while to get used to the controls and concept but I really started to enjoy it once I got the momentum down. Nice work!

Submitted(+1)

The idea of using the speed of the dice as the health and as an attack threshold is clever. The game is fun and well polished good job!

Submitted(+1)

Some creative thinking behind this one! Feels like a weird spin on pinball but in a good way. Would have never expected to see enemies in it. At times I felt like I was better off just leaving it alone and watching the ball fly around without any of my input, but some control was definitely required at times.

Submitted(+1)

Great take on the theme. Loved the very chaotic feel, and the presentation was great. I did find the controls a bit annoying--it didn't feel as responsive as I would've liked, but I think it's better that way, with the pinball-esque gameplay and if more lvls were added, it's definitely something that the player would be able to get used to. Amazing job^^

Submitted(+1)

Nice concept, but there was very little the player could do to change the result of the game. I got to the point where it was just me and the knight, and I can't seem to kill it, he just keeps swinging the sword. Also, I don't know if it's just my computer, but the game seemed to run at like 12 fps or something... The art is nice tho, I like the simple cartoony look. An idea I might suggest instead of moving the die with arrow keys, is to change the environment instead, maybe like a door you can open or close, a spinny thingy you can spin, you get the idea. For a 2 day game tho, it was pretty well-made, easy to understand, and it's kinda fun. Well done!

Submitted(+1)

I love the gameplay of transform between ball and dice. Great job!

Submitted(+1)

Nice idea!, I loved the fast-paced movement and the visuals, great job! The enemies and terrain is really fun and unique


Well done!

Submitted(+1)

I like the concept, but found the dice really hard to control. Also a visual indicator of when I was going above 30 speed would've been nice. Like something around the edges of the screen for example, so I could easily notice it while playing. Still had fun though, nicely done!

Submitted(+1)

Cool game, but the dice is really hard to control. I like the concept and graphics as well. Well done.

Submitted(+1)

Desipte the difficulty in controlling the dice, the game was still very fun. Part of the fun is the hesitancy of the dice to the steering controls. I think the movement mechanic  is quite clever and with some tweaking, it can be really addictive. 

Submitted(+1)

Super cute looks, super fun idea! I think the concept you were going for is very interesting and creative, while also looking really well! Unfortunately I think the game needed more time in the feel-good-oven. For the most part it feels like you are fighting the controls rather than fighting the enemies. Having them slow you down is a nice idea but it also take the wind out of the sails. There is a great game in this concept and this is a really nice try to capture it, but I think how the gameplay is brought to the player would need to be readressed if you’d want to continue iterating on the idea.

Still, you did a nice job with this one!

Submitted(+1)

The characters, design, presentation, and art were really outstanding! The controls were a little tricky, but the game was really fun overall. The Kay Lousberg assets definitely added to the awesomeness factor. Amazing job!

Submitted(+1)

Congrats on finishing your game! Well done!

I think my favorite part was the little characters. You did a great job with your assets and making an appealing little level. And I really liked the Sonic inspired run animation for the main character. Get fast enough and you're just a speeding ball!

I think instead of the number at the top determining your velocity and helping the player figure out if they're fast enough to take out an enemy, you could have change your player sprite. Maybe don't change to the ball unless you're going fast enough to kill an enemy? Or sparkle/particle effects if you're going super fast? You've got such a great aesthetic going that it felt a little just pasting a number up top.

Ultimately, I couldn't get more than to the second level. The controls were just a bit too much for me. While the jam theme was about randomness, my player control feeling random just wasn't fun to play. 

Good job on finishing your game and submitting. Keep making games!

Submitted(+1)

Really fun! The control scheme was a little tricky for me to get the hang of. I would like to see that tweaked to be at least a little more player-input-dependent and a little less physics-based. Rampaging through the arenas was fun. Some of the enemies needed a lot of precision to take down, and I think the game would be more enjoyable with more direct control and/or bigger hitboxes on the enemies. Either way, this is a really fun prototype and definitely something I would play more of.

Submitted(+2)

The game is pretty good, the concept is very fun and moving through the arena, especially bouncing through tight spaces feels great. The only thing is the dice is really hard to control, also open maps are less fun to play as you cant bounce around that easily, if you add more levels in the future probably make them like the third one, overall really solid entry.

Submitted(+2)

I liked the game and the idea of speed and health being tied together, but I thought the difficulty jumped up pretty quickly.  II had a lot of trouble with the mage/archer in a few places where there were big open spaces where the they are easily able hit you if you're headed towards them.  I feel like the game could have used a easy level or two where you only have to deal with a single enemy or type of enemy to get used to how to play.

I actually kind of enjoyed the parts where it was hard to control.  On one or two of the levels, I just let the die go bounce around randomly and then tried to use the controls to just lightly influence it to try and hit what I wanted.

Submitted(+2)

Good job, it was really fun. I accidently skipped the instructions so I had no idea what to do until I died then I read them. I think the fact that the controls are not super easy is good. If it was really easy to control the dice, the game would have been too easy and I would have finished the game in less than 2 minutes I think.

Viewing comments 32 to 13 of 32 · Next page · Last page