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A jam submission

Roll Of The DiesView game page

You am become death! Roll up the dies!
Submitted by WizardsBeardedHat — 52 minutes, 3 seconds before the deadline
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Roll Of The Dies's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#6603.6903.690
Overall#18963.0803.080
Enjoyment#24382.6902.690
Presentation#26222.8622.862

Ranked from 29 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?
Unique spin/Play on words, if something dies, you roll it!

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 24 to 21 of 24 · Next page · Last page
Submitted(+1)

Interesting idea! The game has a lot of fun potential. But the physics might be yet too capricious. Moving the orb is tedious, and it's quite difficult to target ennemis with it. Hooks and Blink are useful, but not powerful enough to change the balance. Not sure what the green cubes do either? There's also a lack of feedback (on damage taken notably) which prevent from enjoying progression, and make losing quite abrupt.

But there is still some fun to find. As I said the concept of rolling enemies is neat, and once you got the hang of it it becomes enjoyable. The chara-design is cool, and the starting area looks realy neat! Clearly the game might need some more time to be polished, but it has some cool bases already. Nice job!

Developer

The green cubes were a last minute addition, they're power-ups(health, instant reload, increased range, etc). In my post jam build I've added a little more visual distinction between them to make it more obvious! The physics of the sphere have also been altered since, I felt it was really sticky because it was bouncing off enemies as they died and bouncing off skulls as they were collected, so now it just rolls right through them and eliminates anything in it's path. I've also added lots of audio and visual feedback to abilities and other interactions like taking damage, so it's beginning to feel more alive!

Submitted(+1)

Interesting idea here, needs some polish though. I found the controls not that responsive, but I think most of that was a lack of feedback - aiming felt off, and it wasn't clear when I could hook/blink again. I'd be curious to see this more fleshed (ha) out.

Developer(+1)

I've done lots of work since publishing to the jam, I intend to release more updates after voting ends. So far I've added lots of audio and visual feedback when using abilities, collecting pickups/skulls, and taking damage. My plan is to have a rogue-lite experience with lots of progressions available to make abilities more powerful!

Submitted (1 edit) (+1)

I like the idea a lot! But I found it too hard to control the ball and the character at the same time, dodging and attacking. The controls can use some refinement, which would make the whole dynamic easier to perform.

Maybe you could do more like Katamari and have only the ball/reaper to control, just something like when you hook the ball and it got stuck on the reaper (that seems like a bug atm). Joining those as one character would make it a lot easier to manage! Just an idea :)

Death can die so 0/10 (just kidding! xD). Great job for your submission!

Developer (1 edit)

The ball getting caught was a bug I didn't catch on time, but has since been fixed in the post build. It was caused because I forgot to reset the balls rigid body dimensions following death, so the ball would never be able to get close enough to the player to "unhook". I think a lot of my issues with controls feeling off were due to the lack of visual and audio feedback, I've updated this a lot in the post build and also limited the balls physics slightly so when it's hooked it doesn't just bounce straight over your head and become launched anymore! :D

Submitted(+1)

This is a very creative take on the theme! I don't think there are any sound effects? There could also be some better visual feedback to the player about when they take damage; at the moment it is quite hard to keep track of your health when you take damage. It is quite fun and satisfying when you manage to get a high score and a large ball!

Developer

Yeah, there are no sounds in the published build due to time constraints unfortunately, it was my first jam and I wasn't sure how best to budget my time! I've added lots of visual and audio feedback in the post built to be released after voting ends! :D 

Viewing comments 24 to 21 of 24 · Next page · Last page