The movement is nice and snappy, but after the first death I couldn't continue playing without reloading.
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Bobby Gamble's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Enjoyment | #338 | 3.711 | 3.711 |
Overall | #1019 | 3.430 | 3.430 |
Presentation | #1200 | 3.533 | 3.533 |
Creativity | #2274 | 3.044 | 3.044 |
Ranked from 45 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?
Weapon's damage stats are linked to various dice. Each shot that dice is rolled to decide damage output. Like Super Mario Party, but guns.
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 used pre-existing audio
Comments
(Josh)
Fun mechanic! I know the sound was pre-existing, but I think you picked good sounds and music and used them in the right ways to make the game feel juicy.
I liked that all the characters were dice, and I liked how I could see my health indicated by the face on my die. I wish there had also been some kind of health indicator on enemies to communicate how much health they had, because without that it just felt like I had to keep pumping dice at them until they died. I could see enemies were different die faces, but I couldn't figure out if there was any particular meaning to that, each enemy seemed capable of shooting the game's various weapons.
Also, not sure if I missed something, but it seemed, visually, like my dice bullets were always a d6 rolling 1-6, even when I had weapons that shot non-d6s or d6s that rolled specific numbers (at least that's how I interpreted the weapon graphics).
Movement felt quite smooth! A minor gripe is that it was easy to get shot multiple times because there was no grace period of invulnerability between hits, so getting caught in a flurry of bullets is pretty easy. That's possibly more a personal preference, though.
Oh, and I couldn't figure out much about how the score was determined because there was no indication of how my score increased throughout the game. A display that shows when doing something that scores points would have been helpful.
Great game, well done!
Thanks so much for playing my game and leaving feedback, I really appreciate it!
Yes I agree, ideally I should of had some sort of uniform health display for both player and enemy. Same with the dice bullets, the sprite means nothing gameplay-wise, it can all get quite confusing! The damage grace period is a great idea thanks!
Fun to play, and I like the premise! The crunchy sfx are a joy, and the artstyle is very visually clear. It's fun to try the different weapons.
very polished!! great gameplay and presentation, no bugs, balancing on spot!
congrats =]
This was super super SUPER fun. I really enjoyed it, if I recall correctly, within 3 seconds my brain was just saying "yesssssss".
Now for the critique part: It was a big confusing how it felt like my health counted down by 1 every time I got hit, but the enemy health felt like it had no correlation their health. I could be wrong on this - just it wasn't very clear to me.
Overall though, really well done! I had a blast. :D
Thanks so much for playing and giving feedback! I hear you on that yeah, think I confused things by having different rules for the player and enemies. All enemies dish out 1 damage and have 10 base health themselves but I don't really purvey that anyway.
Thanks again for all that! Glad you had a blast haha
getting random weapon choices is cool, but I think that having weapon damage randomized to this extent just made the game more frustrating without adding anything to it. like, I never want to get hit anyways, so getting hit just "sometimes" ends my run. I think the game moves too fast for me to actually read the dice coming at me and make strategic decisions, for example, to move left to avoid a 6 coming at me, and just get hit by a 1.
Hey! Thanks for taking the time to play and leave your feedback!
I take note of what you're saying and I think it highlights a major flaw which is readability. For example all enemies do a flat 1 damage to the player despite the 'bullet-dice' displaying values; that's just purely cosmetic. Whereas the players dice sprite represents your health and I see how it could get confusing that don't just follow one rule.
Thanks again, I really appreciate it!
Pretty interesting mechanics! I liked having the number on my die be the health. I would've liked to explore more diverse rooms but great work regardless! :)
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