Good idea! I enjoy the art and SFX. Also, I find bugs with jumping, if you press space continuously, you can jump higher and you don’t need mechanics with a dice((
Play Dizard
Dizard's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #280 | 4.209 | 4.209 |
| Overall | #312 | 3.853 | 3.853 |
| Creativity | #441 | 3.824 | 3.824 |
| Enjoyment | #582 | 3.527 | 3.527 |
Ranked from 91 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?
A not so magical wizard that throws dice to do some magic.
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 created the vast majority of the music during the game jam
Comments
Amazing aesthetics, wish it was easier with all the dice doing different things
Superb! Cute visuals, satisfyingly weight movements, all wrapped up with a nice sense of humour. Like other people, I found it quite easy get through it without really using the core mechanic, but hey - dice or no dice, I had a great time jumping about in this lovely little world you've made
Good game, very well designed ! The only minus is the character heaviness that can be frustrating, I don't know if you can remove the character momentum.
Great job !
This game looks lovely and the itch page is super clean. I think the wall jump has undermined the point of the dice completely because once I discovered I could do that I avoided using the dice as much as possible just to see how far I could get. I ended up using them only a handful of times despite being given so many dice to use. I really like the idea of being able to solve a puzzle with a varied toolset like these dice but they don't get to shine very much here.
Thank you very much for your feedback! The entire game is indeed playable without the usage of any dice due to a few flaws in the level design. But the dice can still be used to make things easier or worse, just like a little gamble with dice! Sadly due to the limited time and being a solo developer I had to crunch and cut a few corners. One of these corners was sadly the level design.
Very cool mechanic! Although the dice doesn't seem to follow the theme too much, due to how it can be easily replaced with another object to indicate the powerup - as for the RNG nature of the dice, it wasn't really implemented since the dice pickups' value are static. Also it's a shame that there's left over potential for the other dice blocks (number 5 isn't really used for any level in a meaningful way for example), but probably that's due to the time limit.
The art and sounds are cute! Really love how it feels playing through the levels.
By the way, I am really fond of the game's itch page. The design matches so well with the game's art.
I would love to see more of this game, if you do decide to expand it. Really neat game overall!
P/S: I couldn't give live commentary due to not being able to stream, sorry
Thank you for your very detailed feedback!
Sadly due to the time constraint of 48 hours and being a solo developer I had to crunch and cut some corners. One of these corners was the level design. These flaws in the level design were for example the missing focus on some dice. And thank you! The itch.io Page is still a Work-In-Progress. I don't really mind whether you stream it or not. But I am glad that you enjoyed it still and took the time to give me detailed feedback!
(The theme is free to interpret. Randomness is not something that is guaranteed in dice as there are also loaded dice. There have also been plenty of games with RNGs that could be rerolled infinitely making it pointless just to add RNGs. I opted for a simpler solution where I show the player the start number of the dice. The longer your dice rolls through the air the higher the count. Meaning that the dice in fact rolls in mid air. That just added a bit of predictability, just like loaded dice. Sadly the flaws in the level design made it not as obvious.)
I absolutely love the presentation of this game, very neat and minimal style. The music is awesome as well! I definitely got stuck a few times, but still enjoyed playing very much. The mechanic is quite clever, and I'd love to play again!
Loved the creative use of the different dice, though getting softlocked without a way to restart I could find was a bit annoying. The character was cute, especially the jump sound, and everything played very cleanly. Overall I liked it.
Thank you for your feedback! Sadly due to the time constraint of 48 hours and being a solo developer I had to crunch and cut some corners. One of these corners was the level design. The flaws in the level design failed to mention ways to interact with certain dice. For example, the five in the first level can be unstuck by simply jumping against it a bit since it's so light. But I am glad you enjoyed it still!
I really love the artstyle. Reminds me a bit of Knytt Stories for some reason.
This game has some nice juicy polish and a fun central mechanic, well done!
Thank you for your feedback! Sadly due to the time constraint of 48 hours I had to crunch and cut a few corners as a solo developer. One of the cut corners was the level design. But the design flaws can easily be resolved or avoided by using jumping or wall-jumping. The only case that will truly soft-lock is when you place several dice on or above yourself which is fairly difficult to do.
Thank you for your feedback! Due to the time constraint of 48 hours I had to crunch and cut some corners. One of these corners was the level design which led to a few design flaws, like the dice not being in focus. Regarding the character controller; I did not add any subtle effects like coyote time but all levels are easily managed while using the wall jumping.
Awesome animations and art style.
I think I have cheesed the game since I didn't get to use the dice as much because you can jump indefinitely near the ruins. The dice I did use were sort of slippery, ended up sliding right from beneath my feet thus killing me.
Nitpicks aside, great job!
Thank you for your feedback and kind words! Sadly due to the time constraint of 48 hours i had to crunch and cut a few corners. One of those corners was the level design and amount of levels. The endless jumping on walls as well as the slippery dice were on purpose. The levels had a few design flaws that made these abilities a bit disadvantageous or less usable. But I am glad that you enjoyed it still!






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