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A jam submission

Dice GauntletView game page

run the dice gauntlet
Submitted by wigglyr — 2 hours, 53 minutes before the deadline
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Dice Gauntlet's itch.io page

Results

CriteriaRankScore*Raw Score
Presentation#7883.7873.787
Overall#9183.4753.475
Creativity#10943.4893.489
Enjoyment#13313.1493.149

Ranked from 47 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?
random events and dice thematic.

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

Viewing comments 32 to 21 of 32 · Next page · Last page
Submitted(+1)

I see on the game page that the game was updated some days ago (7 as I am writing this); are there any substantial differences with the game jam version? I am curious to test the original versions of the games, actually. :)

Some on-the-fly comments:

  1. Minor note: left click is for the sword, which is displayed rightward, while right click is for the shield, which is displayed leftward; I am wondering whether it would be more intuitive to make the two positions match, but this is really not much.
  2. Controls are QWERTY-only instead of layout-independent. (I have an AZERTY keyboard.)
  3. I like how the eyes match the pips pattern from a die.
  4. Ah, I thought the change in colour possibly meant a change in functionality, so I tried my newly red sword on a red die, and took damage! X)
  5. How does the computation of awarded points work when vanquishing a die?
  6. The eery wind sound was only triggered once I encountered the eye-guy, but not since the beginning of the game; could it be that the navigator build can cause no music at the beginning? (I am using Firefox.) I am asking just to be sure, because this is a known problem that can happen for navigator games. (Although I think this is done on purpose here.)
  7. Lost at a level with a novel blocking 5-die, and I think I was not given time back at the beginning (I was still at 9 seconds left)! Is this normal?
    Wow, it is: saw the counter really set at 10 seconds for that level with 5-dice! This is way too harsh: there are several paths, all with blocking 5-dice! XD (And with my AZERTY, this is even harder when I have to go back!)
    I read in one of your comment that this is the last level; what a steep difficulty curve: we are treated with only 1-dice until the last level, where time is suddenly divided by three, dice values are multiplicated by five, and linearity does not make a comeback! XD Well, at least, glad to know this is the last one, I was afraid things would get even harder!!
  8. Small misspellings: lets for let’s; dont for don’t.
  9. I failed so many times because of that last level that I would have liked an option for skipping lines of dialogue! XD
  10. It seems that being near a portal/fire but pointing elsewhere and then turning towards it is enough to trigger it.
  11. YES, finally made it, I only had one second left!!! :D You really overdid it. XD
    WHAT?! NO!!! LIES!!!! The Fate Maker states there is one more level!!! <:O
    Nooooo, somehow stuck at the second die!!!
    … My God, is this ‘second last’ level an addition from the update?! XD
    My AZERTY left hand is a bit cramped out of this trial!!
  12. The penultimate level is really too short on time. You have to either give some more time, or enable a level selection / save feature.
  13. Lost again at second-to-last level, but… because my shield’s power was one!! <:(
    Definitely a balance issue in this level. Since you made an update: I think solving this level’s difficulty is a top priority.
  14. All right, after doing something else and coming back to it refreshed, I managed to get on my ‘first’ try to the last level with decent characteristics (something like 3-3), but… rewording the great thinker Duke Nukem, ‘so many paths and dice, so little time’! XD I went straight front, then turned left, but that was too many dice.
    I am wondering if the end could be right behind the starting point, somewhat as in the antepenultimate level, but I did not dare looking, as each try takes me a full run of the game

Apart from the end-game difficulty issue, I think it is great how you managed to set an ambience and even the sketch for mechanics with such a classic down-to-earth dungeon crawler basis (I use the word ‘sketch’ seeing how randomness and damage play a relatively small role because you lacked time, as you say in another comment). It is inspiring in how to keep it simple and investing each element to achieve great effect. Well done, you have made me even more willing to dabble back again in my (private) MonoGame 3D labyrinth and perhaps come up with other ideas. :)

One last question: when you beat the (real) last level… what happens?? :o

Developer

Hello! thanks for leaving such a big review on my game!!! there is no difference between the jam version and the regular version. there is actually a bug in the game where the dice don't change difficulty until the last level. I did not have enough time to fix this! (I should go back and fix it actually). The 10 seconds is intentional. I didn't have anyone to playtest my game and was told by many people that it is far too difficult which I agree with. I also didn't quite think about azerty users when making this game. I bet that was very frustrating! The points system was actually supposed to be a currency to buy things from the fate maker. for example if I had the time I was going to allow you to gamble your winnings to see if you could get a better sword or shield, or perhaps more time on the timer. Easier enemies, etc. I however was lacking time at the end and just had to settle with random weapons. The game is honestly far from its finish and I wish I had a week to work on it instead of the 50 hours allotted! I greatly appreciate your feed back :) thank you for playing my game. perhaps if you go back to visit your navigator game and finish it I can play it! 

Developer

also for the ending of the game. your not missing anything. the fate maker is proud of you and tells you he apologizes for the sneaky ending. the game ends with him leaving and that's it. not much of an ending haha 

Submitted(+1)

After I managed a few levels, I could no longer move. A grid based dungeon scroller in 3d is interesting.

Submitted(+1)

Nice vibe to the game, and I like it's art style.

Submitted(+1)

I liked the eerie vibe and the small narrative pieces as you are progressing.

Not sure what happened at some point. I thought you always had 30sec per floor, but reaching one of the floor, it seems like the counter didn't reset. So I only had 4 sec, which made it impossible to continue.

Game mechanic was too simple for me to want to repeat and push further, but I still have some curiosity towards learning a bit more about this world and the what is happening. I would have most probably continue if it wasn't for that bug (or what looks to me as a bug).

Submitted(+1)

Atmosphere is unique in this one, also liked the unconventional graphics style. Movement could be better (as commented by others). Game has potential, maybe with some kind of backstory? Congrats on completing the game for the jam!

Submitted(+1)

I liked it, although I might have preferred more standard movement controls. I'm also not really sure what the gambles did. I liked the Fate Maker character and the atmosphere though, so nice work!

Submitted(+1)

Having to press W every time to move forwards was a little tedious but the atmosphere you created with the creature made of eyes and the low render distance was really cool/spooky. I would've liked to see what I was rolling so I could tell that something was happening other than my weapon/shield changing colour!

Submitted(+1)

Tha game has really unique atmosphere, I like it. Maybe allowing to hold a button to move would make the movement feel better.

Submitted(+1)

Interesting game, it was nice to see an old DRPG style game in the jam. Your game was fun but a button press to speed up dialog might be a good idea

Submitted(+1)

the old school dungeon crawler aspects of this game work nicely however the dice enemies and randomize equipment never really made me feel like I was engaging with the theme "roll of the dice" in a meaningful way. The experience was somewhat held back by the simplicity of the combat. I never felt pressured to dispatch an any quickly and thus had no issues pressing the correct button. A time limit or something like that would go a long way here. Overall pretty Nostalgic Idea and the cutscenes were charming.

Submitted(+1)

Excellent mood and sound design, actually very fun to play, definitely one of my favorite entry so far! Congrats!

Submitted(+1)

Cool game, I like the creepy eyes and the gambling for the weapon :)

Viewing comments 32 to 21 of 32 · Next page · Last page