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A jam submission

Die Sorcerer!View game page

Shoot at enemies and roll dice for special effects!
Submitted by Miniver Games (@minivergames) — 10 minutes, 18 seconds before the deadline
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Die Sorcerer!'s itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#3944.0784.078
Overall#6553.6093.609
Enjoyment#8713.3623.362
Creativity#13593.3883.388

Ranked from 116 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?
You play as a Dice sorcerer that throws dice at enemies or rolls them to get a random effect.

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?

Yes

We created the vast majority of the music during the game jam

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Comments

Viewing comments 80 to 61 of 90 · Next page · Previous page · First page · Last page
Submitted (1 edit) (+1)

Super fun game.  Hitting vs Rolling for effect is a neat mechanic, though I some times had issue with dice going in odd directions if I fired while moving or too close to a wall (EDIT: I see now this is a known issue) And of course there's the not enough dice issue; you've already heard it enough, but the dice to enemy ratio makes it hard to justify rolling for special effects especially when there is a chance for debuffs.

Developer

Thanks for the feedback!

Submitted(+1)

Neat dungeon crawler game! The skeletons wrecked me every time.

Developer(+1)

Thanks for playing!

Submitted(+1)

Awesome game, nice art and creative ability to both roll dice or use them as projectile. Challenging difficulty too. Overall, great job!

Developer

Thanks for playing!

Submitted(+1)

Amazing game! It gets a bit difficult after a few rooms, but the combat system is really neat and the artstyle is very charming!

Developer

Thanks for playing and for your feedback!

Submitted(+1)

Great art and music. It was really fun although I run out of dice pretty fast.

Developer

Thanks for the feedback, yeah other people had that problem too

Submitted(+1)

Gameplay reminded me a lot of 'Wizard of Legend', as a big fan of that game, I am impressed that you guys were able to do all of this within 50 hours :D
The pixel art and sounds were also on point, certainly deserves the high rating !

Developer(+1)

Glad you liked it! I now see the similarities too, having a similar looking wizard in a top-down pixel art game.

Submitted(+1)

The art is really good! I thought the enemies were a little too powerful for how much ammunition I had. I died quite a lot. Really interesting take on the theme, I would love to see more types of effects added to the game if you develop it more post-jam. 

Developer(+1)

Thanks! Adding these 4 dice and 3 enemies already took us a lot of time, which was obviously very limited. We have gotten much feedback about the ammo and difficulty, that will definitely have to be adjusted.

Submitted(+1)

I like the concept,  the music and art were very well made for 48 hours and the game was polish. However I feel like it would be better to make the missing "deliberate" like a button instead of just random misses that can occur without the player intending them. I also felt like the enemies were too strong especially in later sections. All in all very well done :)

Developer

Thanks for the feedback! I think this mechanic has much more potential than simply pressing a button to get an effect, it's more complex and interacts with the world around you. You can still try to "miss" intentionally, in fact, this is key to being successful. Unintended misses can occur in other games too, but here they can also trigger an interesting effect instead of just doing nothing.

Developer

Thank you for the feedback! We didn't make missing with a dice random, if it misses you didn't aim precise enough. The way we wanted it to be is that you don't have a button for throwing dice, but so that you can role a dice by purposefully  missing an enemy. Thank for playing, we appreciate the feedback!

Developer

(Two of our team answered at the same time lol)

Submitted(+1)

I like the idea of missing an enemy rolling the dice for another effect but with a chance to be either positive or negative it feels like it does nothing on average. Great job on the graphics and music!

Developer

Thanks for playing!

Submitted(+1)

Nice one! Awesome pixel graphics and I really enjoyed the variety of enemies and effects.

Developer

Thank you!

Submitted(+1)

Wow, really have a great time with this one, love the presentation & the gameplay, the control feels really good, love the quick pace too, make it hard/challenging but not impossible. The only thing's missing is audio, or maybe the audio didnt play in my device.

Overall, really amazing job!

Developer(+1)

Thanks! Sound effects are unfortunately missing in this version because we didn't have enough time to implement them, there should be music playing tho.

Submitted(+1)

Very polished and nice gameplay. Great job!

Developer(+1)

Thanks for playing!

Submitted(+1)

Really super polished game. I adore the art and music. The game is beautiful. Would love if you added sound effects. Great job.

Developer(+1)

Thanks! Yeah we unfortunately ran out of time to add sound effects

Submitted(+1)

I am really digging the concept of throwing dice to hit enemies OR to roll for random effects. I think it adds tons of meaning to accuracy, holding fire, and rolling before entering a room. It's a genius concept in my opinion because it can add a defensive element to the shooter genre that just isn't explored by it's many many games. I feel as if the enemies in this game being really fast/small and how walls will disrupt your trajectory in unexpected ways kinda hinders the idea from really glowing because you'll naturally miss a ton of shots and end up with random buffs no matter what. That combined with limited dice ammo feels annoying when it comes to the early difficulty of the game even though it has great intentions in the overall design. Offering multiple dice is a natural step forward too, but I didn't get any explanation on their effects so naturally, I just aimed them towards enemies and hoped for the best. For all I know the bomb dice could always be debuffing or damaging me and I wouldn't know any better when I die 5 seconds into a room just trying to frantically throw my dice. In that same respect, there isn't much control in terms of choosing what die you want to throw next because you can't cycle or toss out unwanted dice. That addition would bring out strategy already lying dormant in the game unused. Overall I felt like the pace of the game was fast and aggressive but the strategy and design were asking for slower methodical play, curious to know your intentions as the developer. I am absolutely in love with the concept, game feel, and overall art style even if the gameplay can feel conflicting with its ideas. Great job!

Developer

Wow, thanks for this detailed feedback! The gameplay definitely needs some rebalancing, we didn't have that much time to adjust it, especially remaking the levels would have been very time consuming if we did it, and our priority was to add as many dice and enemies as we could in order to show the potential of the concept. The dice ammo system was intended to encourage you to go in and collect the dice dropped by enemies, though we will definitely have to make some changes to it. One thing is that respawning should refill your ammo, but we didn't think of adding that in time, it would have been an easy fix. One other commenter also suggested adding a dodgeroll, which makes it easier to escape the fast enemies and reposition and also allows you to collect the dice dropped by enemies without having to kill a whole group first or lead them away from the drops, I think the dodgeroll is a good idea. Your idea of manipulating the dice queue sounds good, we might implement something like that in the future, though I feel like it already kind of works because even if you are forced to use a certain die, you can choose which way to use it.

It's unfortunate that many players told us they didn't get how the bomb dice and heal dice work, because we actually explain it on our game page (https://miniver-games.itch.io/die-sorcerer). Unfortunately, there is no space for a description on the submission page and since it's a downloadable and not a play-in-browser game many players never looked at the game page. Obviously, we would have wanted to explain how the dice work in-game as well, but didn't have enough time. The bomb dice and heal dice are examples of dice that you generally want to avoid hitting enemies (directly) with, differentiating them from the speed and damage dice. The game page also contains a list of some known issues which we couldn't resolve in time. Another obvious issue is that we are missing sound effects, which we actually did make but we couldn't properly implement all of them in time so we decided to have none and just the music.

Submitted(+1)

Great game! The action is fast-paced and satisfying. The de/buffs are intuitive. The sound and visual design is highly polished. I encountered some trouble with aiming, as sometimes the die just didn't want to go where I was clicking, but other than that, I had fun playing! 

Developer(+1)

Thanks! Yes the dice have a random spread so they don't always go exactly where you aim (there's also a bug where they go in a completely different direction when you're next to a wall). We wanted to use different amounts of spread as a way to balance the different dice, but I'm not sure if the dice even use different spread values in this version lol.

Submitted(+1)

Amazing presentation!! Super polished.

Developer

Thank you!

Submitted(+1)

Nice presentation, the running and gunning felt pretty good though ran out of dice a bit quicker than expected, though that could also be just experience.

Developer

Thanks for playing! Yeah the problem of running out of dice will have to be addressed.

Submitted(+1)

Love the look and style that went ito this:) it wasnt immediatly obvious what each dice did and I was waiting for them to recharge a bit too much for my taste. The run and gunning feels great and is very polished:) so impressive that all this was done in 2 days!

Well Done!

Developer

Thanks! We are aware of the problem of having too few dice. We didn't have time to add much ingame explanations, but all the dice are explained on the game page: https://miniver-games.itch.io/die-sorcerer. Unfortunately most people download this from the submission page and don't see the game page.

Submitted(+1)

Beautiful game! I really enjoyed it. To give some feedback, I feel like waiting for more dice was a big problem. Running around waiting for my dice to recharge didn't feel very good. There were interesting types of dice like bomb dice and some kind of green die, but it was so fast paced, I didn't get to enjoy those dice or understand how they worked. Hope the feedback helps!

Developer(+1)

Yeah we have to adjust the balancing of how many dice you get. A big problem is that currently your dice don't get refilled when you respawn, which players might not even notice, but leads to having few dice. The bomb dice and heal dice (green) are ones that you don't want to hit enemies with, but only roll them to get their effects. The bomb dice can explode if it doesn't directly hit an enemy before, and the heal dice heals you. There is an explanation of how all the dice work on the game page: https://miniver-games.itch.io/die-sorcerer, we didn't have time to add an ingame explanation and sadly many players only see the submission page and not the game page so they don't see this. Thanks for your feedback!

Submitted(+1)

Really fun game! The pixel art is great with maybe some things that can be slightly tweaked (ex the run animation looks like you're running on one leg but I know how hard they can be to make lol). The music compliments the game vibe nicely. When I was first dying I didnt realize they were deaths and just thought the game was sending me back to the previous room for some reason due to maybe an incorrect room teleport. Lingering on the death for a bit + having an animation for that would make the deaths feel a lot cleaner 

Developer

Yeah the game is missing a lot of visual and especially audio feedback because of time constraints, we even made a lot of sound effects but didn't manage to implement them in time. Thanks for your feedback!

Viewing comments 80 to 61 of 90 · Next page · Previous page · First page · Last page