I spent a long time rolling the dice before realizing that the sides do different things. Other than that this was a fun little puzzler!
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rock and roll and levitate's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Presentation | #381 | 4.094 | 4.094 |
Overall | #588 | 3.646 | 3.646 |
Creativity | #922 | 3.563 | 3.563 |
Enjoyment | #1021 | 3.281 | 3.281 |
Ranked from 64 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?
the main mechanic involves using a die that can change its density based on its value
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
Hi! I played through the tutorial and level 2, it's been a bit hard for me to really understand and remember the controls, especially since I'm playing on a french keyboard layout...but that's not really your fault.
Apart from that, the sound is nice and the art even nicer, congratulations!
Wow, incredible game! It took me a moment to realize there was a level two, and then it took me a long, long time to realize the dice could be rolled. I spent a lot of time throwing the dice up with a combination of moving my mouse and jumping to hit it against the button above, and trying to run through the door for the split moment it was open. After a while of trying that, I decided to go check the instructions on the game page... Whoops!
That aside, presentation is incredible, art is incredible, animations are incredible, sound design is incredible, and the concept is extremely creative, and I can imagine there's a lot of room for great puzzle and level designs with the mechanics presented. I can see some of the complaints below about the randomness of the dice, and while of course that's the whole conceit of the game, considering the game jam theme, I'm not really sure what the best alternative would be. Maybe there could be an element of skill involved, for example, the roll you get depends on when the dice hits an object, so you have to set up the trajectory of the roll, or distance from a wall, to get the number you want? (I'd imagine something like you can see the dice flipping through the options, and the options it's on when it hits something is what it switches to, like the minigames from some mario games.) I'm not sure if that would make it more or less frustrating, but it would definitely make it more skill based than chance.
i would like to thank you a lot for this review.
that's a great idea for the rolling mechanic
i think i will make it so that you can see a prieview of the trajectory + what value will be rolled at each point in the trajectory.
this will allow to make the rolling more skill based without getting rid of its 'randomness'
i think i will actually try implementing this for the post jam version
One of the best games i've seen yet! Wheat really blew me away was the presentation. The sounds when walking around, pressing buttons, and especially rolling the dice sounded amazing. Would love to see more content and polish in the future~ nice work!
Really fun concept!
Wish there were more levels, but really impressive for 50 hrs
Really polished game that was a good deal of fun to play! The little dice in the walls were a really cute detail. One small suggestion I would have would be to have the die teleport to the players hand. It was kind of tricky to teleport the die to you and then try and grab it. But I hope you make more levels and explore this mechanic!
For the tutorial, it was not clear that the shape of the level was to tell you to use the "R" key, I only figured it out after accidentally pressing R and getting somewhere in the level. This could easily be fixed by actual text instead of using the terrain. While the weight of the die to affect stuff is cool, the randomness of the roll makes it frustrating, especially when it was difficult to get the die into the needed spot, just to have to do it again because the die wasn't the right weight
The puzzles and overall presentation were really great. Awesome work!
I like the idea that difference die faces have different physical properties, and that you can use those to solve puzzles. But if it's really just a tool for solving the puzzle, then I don't see why it has to be random and in fact it is frustrating to get the wrong die face when there is only one outcome I'm looking for which will work for what I'm trying to do. Issues of controls aside, on the whole I like the puzzles and world you put together and it was fun to figure out how to solve them and I appreciated the snappy sound design and moody ambience.
quite the unique review tbh
i was actually worried about what the point is in making the die roll random densities if you can just bruteforce whichever of those you want, but once i made the game and added the soundeffects i found rolling the die actually quite satisfying to the point where doing that on its own was fun to me.
you're the only person so far that pointed out my doubts about that exact thing!
i am planning to make a post jam version, and already working on it.
what do you think of having a non-roll throw option (right click) and the preexisting roll throw(left click)?
i don't think i could've designed the concept of this game in any other way, because dice inherently don't always give you the result you want, but i think giving the player the choice to throw the die without rolling it would make bruteforcing the correct density its own, deliberate part of the game. perhaps i could use that somehow for branching paths, where the random value of the die decides where you can go?
i feel like the only part truly ruined by this were the last two rooms in level 2.
because:
* for the 2nd room it was just designed really poorly.
* for the 3rd room the throw without roll mechanic would've probably made things less unnecessarily cumbersome
please tell me what you think
Really neat gameplay & visuals! Wish there were more levels <3
lovely art feel. cool sfx. music fits very well. took me a while to get used to the mechanics but once i did it was so nice!
Good job, keep up the great work!
ahem;
fellow godot enjoyer
Still though, i wish there were more levels, really like the ideas put out on this one
Physics are a bit janky at times and without the R key i would have gotten softlocked alot of times, but its really good! I would update it if i were you, quite fun to play despite how small it is right now!
Very cool art style and pixel art, the dice jittering a little bit but once you understand what q and e does you figure out the levels, nice work!
Would have loved to continue playing... Love the visuals and the music fits in perfectly. There were some glitches with jumping and physics but hey, that's part of the fun, right? With some more features and rooms there might be a full-on game there. Great job!
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