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Dice: The Deliverance's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Presentation | #946 | 3.696 | 3.696 |
| Overall | #1668 | 3.167 | 3.167 |
| Creativity | #2143 | 3.087 | 3.087 |
| Enjoyment | #2368 | 2.717 | 2.717 |
Ranked from 46 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?
Roll your heroic dice and combine them with your mana dice to kill monster dice to earn more dice and improve owned dice!
Did your team create the vast majority of the art during the 48 hours?
Yes
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?
No
We used pre-existing audio
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Comments
I love the art! But it is a bit like Dicey Dungeons. I did have a bit of a rough time trying to figure out who would attack and who would defend. Maybe simple directions at the beginning would solve that issue! Overall, I really enjoyed this. :)
The graphics and concept are really great! Nice work!
I like the slay-the-spire esque deckbuilding aspect of upgrading individual dice, I think my main issue is that the gameply itself feels uninteresting. There's no reason not for me to just always take the highest roll. I'm not sure the best way to solve this, but maybe having to assign 2 dice per character per round (one attack on defense) rather than alternating, or having some sort of special effect dice could be good. I'd also nitpick that the player feedback was a little rough around the edges, some more animation or UI would have been good, but I understand that the timeframe probably made that hard to do.
Overall though I had fun and the art looks great!
Thank you for the feedback, these are good suggestions. The initial idea certainly was to have some dice have special abilities. We wanted the mana dice to also have elements that would create different effects for different actions, but this did not make it to the final scope.
However, even in the current version, there are multiple reasons why not to use the highest rolls available. For example, you could have rolled 8 on d20 and 7 on d8, so you use the d8 to save the d20 to the next turn. Or you only rolled defense and you are able to get enough defense with smaller dice to save the big ones for the next turn. Finally, you could roll only attacks so you know some of your dice will die and the ones assigned to heroes die first so by not using the strong ones you are again saving them for the next turn.
The strategy has probably not been so important because we made the game intentionally very easy so if you don't skip levels you can win all combats with ease.
I like the concept behind the game... I think. It was honestly a bit incomprehensible. There were very few labels on things (I think some of them, like the lack of labels on the characters' actions, are bugs, but I'm not sure about others). It often wasn't clear what I was leveling up, or what actions I was taking with the dice, or how much health my team had, etc. I did make it through the game with a little trial-and-error, but I don't really feel like I developed a strategy as much as I just threw thing at the enemies until it worked. I think this would have been an amazing game had there been a little more time put into a tutorial and bug fixing, as I had a ton of issues with the UI (such as the dice going off the end of the screen in the level up screen).
Thanks for the feedback. I completely agree with you. Sadly, we had to spend a lot of time fixing critical gameplay bugs which did not leave much room for polishing the UI and labels. There will be an updated Post Jam version when the uploads unlock with all those little things fixed properly.
Interesting and fun game. I think a short tutorial or more labels on the ui will help new players understand what is going on easier.
Would love if you can check out my game too. Thanks!