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A jam submission

Snake Eyes (Try Your Luck)View game page

Push your luck .. all the way to the end of the dungeon!
Submitted by shahman — 1 hour, 56 minutes before the deadline
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Snake Eyes (Try Your Luck)'s itch.io page

Results

CriteriaRankScore*Raw Score
Overall#6743.5993.599
Enjoyment#7183.4423.442
Creativity#8123.6193.619
Presentation#8713.7353.735

Ranked from 113 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 and acquire dice to navigate the dungeon, and the player looks like one too! Enemy movements are based on a 4-sided die, and the level design is influenced by the probability of movements.

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 60 to 41 of 85 · Next page · Previous page · First page · Last page
Submitted(+1)

I really enjoyed playing through the game! I liked that luck didn't influence the gameplay too much - the player still has to choose where they want to move. With more levels and mechanics, the game could easily become a full release! Really liked the art and music, too.

Developer(+1)

Thank you so much for these kind words .. I will say that based on others' feedback it certainly seems possible to feel like the game is unfair. But I love the way you look at it since that's how I originally perceived it. Really appreciate your notes, and I am strongly considering more development, can I reach out to you for more playtesting if I do?

Submitted(+1)

Thanks! If I have the time, I'll be happy to playtest your game in the future :)

Submitted(+1)

This is a very clever interpretation of a turn-based movement, thanks! I got hooked getting to the third dungeon, the difficulty curve increased greatly there, would love for it to be a bit more smooth. Everything feels very coherent and it's one of my favs from this jam!

The rules of the game might be presented a bit more clear, but I can't figure out specific recommendations.

The six doubles bonus is a very nice touch, this is what makes games juicy hehe. Subscribed in case it will be updated!

Developer(+1)

Thank you so much! I'm glad you found it engaging and enjoyed the experience. I agree the difficulty is a little too steep and punishing, gotta work on that :)

Had to have some juice in there haha, thanks for the subscription! Did you make it to the end?

Submitted(+1)

The fourth is where I stopped :)

Submitted (1 edit) (+1)

Definitely a interesting twist on the moving dice formula in this one.  Especially adding in multiple die and them giving multiple choices gives a nice extra bit of strategy to the movement.

As well as trying to work around the enemies cause they're an interesting obstacle.  If a bit vague in the ways that they're going to move sometimes.

Could possibly show the direction they're planning to move as well as their amount they'll move above their head.  To avoid the clutter of paths.  Though, could be fine to do paths from them to where they're going.  It would depend so either could work.

Also different enemies running off of different dies could be an interesting addition. Though that's a bit more variety than I'd expect in a jam it could be a cool post jam update to mix up the interactions a bit.  Having to work around someone with a larger die and the ability to catch up, quite quickly.  Possibly with a cooldown between rolls of a few turns or something?  Though that would more fit a combat system rather than the sort of "avoid the enemies" that there is currently.

Overall a interesting twist on a lot of the jam ideas throughout and a nice set of mechanics.

Developer

Thank you so much! I'm really glad you enjoyed it .. thanks for playing and streaming it :)

Submitted (1 edit)

Liked the game a lot! There are some rooms for improvement in my opinion, with the RNG for example - the player's movement is almost entirely based on it. However, you did try to balance it out and gave the player more control by providing extra dice roll pickups throughout difficult/tedious levels. Props to you for that!

Also, it might have been a very nice QoL improvement if you added some kind of UI that shows the action of the enemies - that way, the player would not have to guess whether the enemies are going to ram at them next turn or not!

The art and audio is pretty decent as well. Good job!

Developer

Thank you so much! I'm really glad you enjoyed it .. thanks for playing and streaming it :)

Submitted(+1)

Good use of theme. Small bug: The enemy can land on and walk behind the exit sprite. Fun game but a little too reliant on random. I wish I could strategize my movement around the enemy but its movement is erratic. Level 3 was basically impossible to beat unless I only need one of the 2 keys? I thought the door sprite was a barrel. Pressing R for reroll is weird because R is usually reserved for Respawn/Restart in games. I would use Space key or another key instead. I liked collected dice and getting free extra rolls. Good work making the game very easy to understand and play. Solid foundation. Curious to see an expansion with more mechanics, enemy types, and levels. Good job.

Developer(+1)

Thanks so much for playing and glad you enjoyed it! Were you able to make it to the end?

And yes, you definitely only need one key in level 3 but maybe the extra key unlocks something else. As it stands though, you're right, it's a feat of monumental chance to get the second key.

Definitely need some enemy telegraphing, gotten that feedback the most often :)

Submitted(+1)

At first I thought it would be a simple “roll to move” style game, but I was pleasantly surprised in the later levels! A good mix of randomness and strategy. Sometimes I felt like the dice screwed me over - especially when trying to fit into a small gap. I also wished the enemies either still moved while you were waiting, or showed their next move, because I found it hard to strategize around them.

Nice job!

Developer

Thanks for playing and I'm glad you enjoyed it! Definitely need to work on the perceived fairness balance and ability for the player to strategize. Thinking of adding a roll and/or a direction preview kind of like what you are suggesting!

Submitted(+1)

I like it!  However, I think having the enemies stop until you roll but being able to move while you are rolling between positions doesn't feel right. They should either be on a completely separate timer or take completely separate turns, because otherwise it's almost impossible to predict whether a move near them is wise or not.

Developer

Thanks for playing! I'm glad you enjoyed it, were you able to reach the exit?

Good point, and I agree, looks like a significant number of people found the enemy movement confusing at the least and unfair at the most. I think the separation of turns is important, as well as a partial telegraph (either movement or direction). What are your thoughts on that?

Submitted(+1)

I'd say try both, separately and togther. The preview  would let people avoid simply walking into the enemies as they move, but so would the turns; it would just depend on how each feels or if they'd be best together.

Developer

Fair points .. Thanks for your notes on this, I appreciate it!

Submitted
Deleted 340 days ago
Developer

Thank you so much for playing and I am glad you had fun!! I definitely think you are right, the game needs some sort of persistence of collected dice or something to smooth over that frustration. Thanks for your feedback!

Submitted(+1)

Fun little game! I agree that the dice rolling is a bit too punishing. Maybe it would be better if you started with 2 dice? Although that would make it less exciting to pick up another, of course. Well put together!

Developer

Thank you so much for playing, glad you had fun! Were you able to push your luck all the way to the end?

Submitted(+1)

Yeah I managed to get to the screen that says "congratulations".

Developer

Awesome, glad you got the full experience!!

Submitted

Pretty nice concept! The movement may be a bit too luck dependent though which doesn't feel the greatest. One time I was trapped in a corner while the enemy was moving around around me. The having two different options or more to move negates this a bit but its still a bit present. The music restarting on every level also became very annoying. On unity the best way to counter this tends to be make the object your track is on be DontDestroyOnLoad so that it continues through levels

Developer

Thank you so much for playing and glad you enjoyed it! I agree, it definitely feels a little less than fair, I've crowdsourced some ideas to improve that, open to hearing your ideas!

Yeah about the music, that was my last 45 mins of frustration right there! I wanted the music to play through the first 4 levels and the final level does have different music. My music manager code was very stubborn (I think it was too coupled to other objects for DontDestroyOnLoad to do the right thing) and did not want to work for me without bugs so I had to remove that part so I could submit :(

Submitted(+1)

This game is well done all over. Really nice concept, could maybe use some more content in terms of variability, but it did great in the stuff there was. Love it. Great job!

Developer

Thank you so much for playing and streaming the game! I'm glad you and your son had fun playing :)

Submitted(+1)

We did have fun and you are very welcome. I have to thank you for sharing the game with us and the world!

Submitted(+1)

I got stuck in the level where there's 2 keys for the first time for the longest while, because I thought I had to get both! I guess it's my bad for expecting both of them to be necessary :D

Overall a cool game, I like it when I have multiple dice to make a choice with. I would've appreciated an auto-roll feature, I'm not sure if it added much to have to press R every now and then. It would become a one-button game, and that's nice!

Developer

Thank you so much for playing, and glad you enjoyed it! I agree an auto roll feature is necessary!

Sorry about the confusion on that level, I could have definitely made it more obvious that one is all you need and the other is just a bonus! ... or is it? ;)

Submitted

I have seen the 'randomize movement' approach in various games in this jam. This game takes it one step further, introducing this mechanic in a dungeon exploring scenario where you have to collect items and avoid enemies. This puts a much needed  twist to it and is very clever! Had fun playing it! Good job!

Developer

Thank you so much! I'm glad you enjoyed playing and found the mechanics intriguing! Did you make it to the exit?!

Submitted

or did I ? ....

Submitted(+1)

Nice little puzzler, fun and addictive to get to another level ...

Developer

Thank you so much, I'm glad you enjoyed playing! Did you get to the end?!

Submitted(+1)

Alas, not yet, keep bumping into enemies all the time :D

Developer

Maybe your luck will change soon :) 

Submitted

That might be an issue, just played my own game where you get a power up every 1:6 chance when you destroy an asteroid, I got the the final boss without ANY power ups and there are dozens of asteroids to destroy before the boss. :D

I got a notorious luck with dice rolls among my friends when playing RPG:s :D

Submitted(+1)

Fun idea that felt pretty polished. I think the gameplay was a little bit too random at times, since obviously the die rolls were random. I agree that autoroll would be a very good addition. Overall, though, really nice work :)

Developer

Thank you so much for playing! I'm glad you enjoyed the experience, were you able to reach the exit? Yeah and I agree that the randomness is a little too punishing .. I have crowdsourced some ideas to fix that! And definitely need to add autoroll :D

Submitted(+1)

Nice game! Very cool art and music. I find the last level cheallenging enough. A thing I would like to see it's the autoroll. Becouse the player is gonna roll the dice every turn it make sense to not make him push a button for that. Overall, great game :)

Developer

Thank you so much for playing! Glad you had fun and got the full experience :) I totally agree, auto roll would have been simpler and I've gotten that suggestion multiple times. Thanks for the feedback!

Submitted(+1)

The art is pretty and the music is really cool! The movement idea is rather bittersweet because sometimes the randomness of it seems unfair. Also, I did not understand enemies' movement, I felt like the times I made it through a stage were pretty random since enemies could have me killed sometimes but they just decided to move away.

Developer

Thanks so much for playing and I am glad you enjoyed it! Hey now, these are fair dice, what kind of RNG you think I'm using here!? Just kidding, I know it does seem less fair that it should, and I'm interested to hear your ideas on how I could improve that! Regarding enemy movement, it is indeed random, but they can only move in the 4 directions like you and their movement is based on a d4 die so they have a higher chance of moving less spaces. What are your thoughts on showing a roll preview for enemies like is shown for the player? That way you know how far they are going to go but not which direction. Or perhaps previewing the direction but not the roll?

Submitted(+1)

I like the idea of knowing their roll beforehand instead of direction! Perhaps keeping their movement random is alright, then for enemy variety you could have one that always go "towards the player" (with a smaller dice range).

Developer

Yesss this is exactly what I was thinking!! Thanks for your notes :)

Submitted(+1)

I think the idea is fairly fresh, but I found it somewhat punishing, because sometimes the roll outcomes resulted in a situation where I couldn't do anything to save myself (all options resulted in me dying).  I think you could deal with that in two ways: rig the RNG or allow rerolling the dice (but still using up a roll). 

As mentioned in other comments, I think it could help if enemy movement was more predictable because there's almost no way to make strategic choices otherwise.

Also, a minor issue: the music was restarting with each level restart, and that felt a bit annoying.

On a positive note, I liked the music and visuals, and the game has a fair bit of polish. I think if you deal with the stuff I mentioned you'll get a really nice game.

Developer

Thanks for playing and I'm glad you enjoyed it! I really like your idea of simply allowing re-rolls, it's simple and gives the player more control.

I definitely think some strategy is possible, especially since the enemies can only move in certain directions, but I agree with your feedback that the movement might be too unpredictable. What are your thoughts on showing a roll preview for enemies like is shown for the player? That way you know how far they are going to go but not which direction. Or perhaps previewing the direction but not the roll?

Yeah about the music, that was my last 45 mins of frustration right there! I wanted the music to play through the first 4 levels and the final level does have different music. My music manager code was very stubborn and did not want to work for me without bugs so I had to remove that part so I could submit :(

Did you beat the game? That last level has different music and expanded mechanics!! Good luck :)

Submitted(+1)

Well, if the only options are distance or direction, I'd prefer knowing the direction. And also I think you can program some additional checks so that enemies can't trap the player (or are less likely to do so; on the other hand, maybe it won't be needed if you make direction hints). In general, I really think that rigging the randomness might result in a better experience. The game doesn't have to be random to feel as such.

And no, unfortunately the RNG kept failing me on like the 4th level or something, and I gave up.

Developer

Thanks for your notes, I will definitely consider this idea seriously! Really appreciate your feedback. I may reach out to you in the future to help playtest some changes :D

Sorry it failed you! Bad luck ... or was it? ;)

Submitted

Unfortunatly the game doesn’t work on macOS Safari :/

Developer

Thank you for testing that! Have you tried other browsers, like Chrome or Firefox?

I am curious if you can elaborate, is there any indication of what the issue is?

Submitted(+1)

There are some problems with Safari and Unity WebGL, but it works on Brave. The game is cool :) I think it would be better if the music didn’t start from the beginning every time

Developer (2 edits) (+1)

Ah ok thanks for letting me know! I am glad you got to enjoy it!

Yeah about the music, that was my last 45 mins of frustration right there! I wanted the music to play through the first 4 levels and the final level does have different music. My music manager code was very stubborn and did not want to work for me without bugs so I had to remove that part so I could submit :(

Viewing comments 60 to 41 of 85 · Next page · Previous page · First page · Last page