Great idea, very well implemented with sound and "animations" showing what is happening. I enjoyed playing this! The use of the theme is very creative, dice are central to it and it adds maths to it. Just like a "real" fight is a lot about knowing you and your opponent and determining what will happen next. A true gem!
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Dice-isive Strike's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Creativity | #223 | 4.000 | 4.000 |
Overall | #503 | 3.702 | 3.702 |
Enjoyment | #583 | 3.526 | 3.526 |
Presentation | #1117 | 3.579 | 3.579 |
Ranked from 38 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?
Use dice rolls in turn based combat.
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
Very cool idea. I like the maths concept but you can leave a dice spot empty, that makes it a bit easier. It looks very cool and the sound effects are nice.
Good Job!
Wow, great game! I've always enjoyed math so playing this game was an absolute blast! There's a lot of strategy involved, so the rng aspect of it doesn't feel frustrating whatsoever, which is always a challenge. In fact, I feel like the rng makes it better since you can't always play the best move. Overall, this is a very solid submission and I had a lot of fun playing. Great work!
Trying my best to give you a similar level of feedback of that which you gave me-
- are the dice and equations random? on the 2nd level of tutorial I got an unattainable number. Felt bad when the scroll was telling me “get shields” and i couldn’t possibly
- was a bit strange seeing the option to just not do anything
- I appreciated the SFX for placing dice
- there were some rounds where I just didn’t need to block at all
- I like the cooldown idea, but I didn’t understand it was on any number at first (i thought they were those specific die and on cooldown
- I would have appreciated seeing the extra effect on every movable die rather than having to mentally map them or check before placing them
- not wanting to reroll my whole pool on a certain number felt restrictive, especially when i wanted that number for something else
- It was tough telling what was on cooldown and what wasn’t
- it felt bad on rounds where I couldn’t possibly damage them because my max damage was below their shields
- I found myself wanting to drag die to replace ones already in a slot, instead of having to drag the old one away and then drag the new one in
- I had a situation where I could have damaged both enemies through their shield, but the attacks were allocated to remove the first enemy’s shield then overkill the second one
- I think a cool mechanic may have been trying to preserve die between rounds, right now there’s really no reason to not do the bare minimum or skip rounds
Thank you so much for the constructive feedback. Going to take all of this on board. All equations should have been attainable - will double check my math.
I also think you misunderstood the powers - they needed to be activated by putting a matching dice IN the power slot (not activated by simply using that number in an equation). You are not the first to not twig this is what is required so still some UI work to do. I had hoped that since power slots and equation slots shared the same art that this would clue players in. Oh well.
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