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A jam submission

The Randomless MissionView game page

You must not be unlucky in space.
Submitted by Brum Brum Games (@brumbrumgames) — 4 hours, 28 minutes before the deadline
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The Randomless Mission's itch.io page

Results

CriteriaRankScore*Raw Score
Creativity#2234.0004.000
Overall#7683.5523.552
Presentation#12383.5173.517
Enjoyment#13553.1383.138

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?
It is a puzzle game based on dice rolls, where players have to modify dice results.

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

Submitted(+1)

Nice theming, and a very clever puzzle game!

The learning curve of the different levels really helps to explain how the mechanics work without a need for a thorough tutorial, but it would be good to show a bit more information. For example, it'd be nice to see what the final values of each of the dice are, and if the roll fails, highlighting what failed and why would really help clarify the rules of the game.

But the overall ambience and attention to detail (Love the level-loading transition) really makes this feel good. :)

Developer

I totally agree with you! In fact, I've already implemented all your suggestion in the game and I will publish a new, updated version as soon as the jam will end.

I'm glad you noticed the details like the screen transition :D

Submitted(+1)

The presentation and concept are really incredible! It's so great that I would be disappointed if you didn't finish it after the jam! Excellent game!

Developer

Thank you so much! Well, as I mentioned in a couple of other comments, in these days I've already added new features to the game: some better visuals (i.e. level 4 background/menu details/roll button), and lots of quality of life updates. And maybe a new, secret level *cough cough* but don't say it to anybody.

A part from this, I won't probably add new gameplay since I want this game to be true to it's nature of being a 48h jam game.

Submitted (1 edit) (+1)

A simple, yet very extensible mechanic. Really digging the idea and the math riddles!

Would appreciate some kind of a tutorial level and maybe a preview how ships influence the results

Developer(+1)

Thank you! Accessability features will be provided in an update at the end of the jam: there will be no previews of dice result, but you will be able to test a lot with ships because the results will be desplayed, so you'll be able to examine them and experiment with them. Also, the level 1 will function as a straight tutorial, so the experience will be much more approachable.

Submitted

I loved sounds and atmosphere.Good job!

by the way could you play and rate my game?

Developer

Thanks! I will do that, sure!

Submitted(+1)

This is absolutely one of the most polished games I've seen for this jam! Crazy that you finished within the 48 hours we were given! I would have appreciated slightly more explanation as to what each ship did, or some ability to see the results of applying ships, but regardless, this is pretty amazing. 

Great job!

Developer

Thank you so much! I surely need to address some minor issues on accessability and overall clarity, and I've already add a bunch of small fixes in the game project. As soon as the jam ends, I will update a even more polished version of the game (with a small change of style too)!

Submitted(+1)

It took me some time to understand how it works and I am still not sure in which order every thing is working. It was a little hard to experiment how the ships were effecting the results as the modified value of a dice is not displayed. It would be nice if the results of a failed roll was not desapearing to have time to see what went wrong (sometime they stay but sometime they quickly desapear). More generally, I thought that there was lacking some way to see what went wrong when I was doing some tests or when I thought I found the solution but it failed. It was neverrless was fun to experiment with this concept and the art is well done !

Developer(+1)

I totally agree with your comment! It was my intention to display results after the dice have been modified, but unfortunately I didn't have time to implement that. Good idea giving time to players to look at the wrong solutions: I don't think I will directly change that in a future update, but I'll try to balance this idea with making things more clear, like with adding the modified results.

When you get a puzzle wrong, dice should always return to blank bbbuttt... a damn visual bug happens in a couple of levels and I hate it. I just didn't catch it when coding since I haven't playtest that much. I think that is the most confusing bit currently, since it's unconsistent and doesn't help players to understand what's happening.

Btw, you surely took a good approach by testing things out and I think that's a good thing for the game and I will try to keep it. By making it more consistent it will surely become more accessible, and the players will be able to understand that, in fact, the order of operation is the traditional one: x and % first, then + and -.

Sorry for the long response, it's almost a devlog now haha! I have actually already implemented these changes in the game project and as soon as the jam ends I will update the new version of the game. Thank you a lot for the spot on comment!

Developer(+1)

Hello again!

Just wanted to say that an updated version of the game is out now, where most of your suggestions have been implemented! There's a dev log in the game's page, but to make it short here's the new things: lv 1 is now a sort of tutorial and cannot be brute-forced, forcing players to understand the mechanics from the very start. Both when you input the right or the wrong solution, dice results will be displayed so that players can analyse what went wrong/right and make test to understand the process behind the rolling. Initially I also added a value that displayed each modified result, but at the end I've decided to remove that: it's not in the spirit of the game, making it extremely linear and clear, and it eliminates the need of testing and exploration. Anyway, the improvements above balance this choice and I think that everything works fine.

There are also new quality of life features, but most importantly a new (secret) level to try out!

Submitted(+1)

One of the most original and inventive games in the jam. Really takes you back to the school days when you learn things like formula for odd numbers for the first time and math feels magical. I like that you focused on making the player mitigate the randomness instead of just dealing with it, and also gave the player proper and interesting ways to do so, very few entries managed this well.

Developer(+1)

Thank you a lot for the kind words! Randomness mitigation is the core idea of the game, yes, and in fact you can solve all levels (but the last) with 100% certainty of winning.

Submitted

This is great! Such a well-paced puzzle game :)

Developer

Thank you! :D

Submitted(+1)

A very beautiful game with some clever puzzles! Though I didn't feel like I understood how every ship and every connection work it was fun!

  Thanks for coming to my stream! Here's a recording in case you'd like to refer to it

Developer

Thank you!

Submitted(+1)

Cool puzzles.

A dice game using the rolls in math is interesting. 

I initially was confused about what equations I was trying to make, but then I discovered the tooltips.

Very enjoyable, Great submission

Developer

Thank you a lot for taking the time to learn the game!

Submitted

I like the mechanics 

Developer

Thanks!

Submitted

Wow, that's actually pretty fun!
Wasn't expecting to get my math tested in this game jam, but I liked it a lot haha. These visuals are amazing and you made them fit with each other very well. Just missed a small tutorial - took me a while to start understanding what I was doing. But the nice levels and polished menu convinced me to dive deeper in untill I get the concept.
Cool idea, and great presentation. Great job! :D

Developer(+1)

Thank you for your comment and most importantly for staying in the game after the initial wall. My idea was to make learning the game a puzzle by itself, but probably it was not the smartest choice for a jam where people are eager to always try new games and cannot stop for long.

Anyway, I am happy that you've finally enjoyed the game! :)

Developer(+1)

Hello again!

Just wanted to say that an updated version of the game is out now! There's a dev log in the game's page, but to make it short I've added a small tutorial as you suggested (in level 1) and resolved a bunch of accessability issues.

There are many new quality of life features, but most importantly a new (secret) level to try out!

Submitted(+1)

Much different than most of the other submitted puzzle games. I liked it. Art and sound also completed each other very well. Nice job!

Developer

Thank you! I tried to go with something different and at the end I think it was worth it, for the bads and goods!

Submitted

super creative and fun to play! i love the puzzle setup and the use of randomness in hand with math to control the result. so cool!

Developer

Thank you a lot, I'm glad you liked it!

Submitted

The use of math was really creative and I really like how varied the objectives were.

Developer

Thank you! That is part of the idea, yes. In fact you can actually "solve" the puzzle by just pressing Roll until you are lucky enough to fulfill the requirements, but I would not raccomend that haha!

Submitted(+1)

I really liked this game; it was both clever and fun to play! It took a while to figure out what I was supposed to do (the goals only appearing with tooltips meant I missed those entirely until lv3, since the first two levels can be brute forced), but once I did, it was very entertaining. 

Quite a few people below mention that the divide by itself ship is too "powerful", but I think it is a necessary element if you want to do certain puzzles (such as the primes) without requiring the player to roll endlessly and hope they get the right numbers.

Overall, I think this is a very creative and fun game, if a bit niche in terms of requiring players to like maths! Well done!

Developer

Thank you for your thoughts! I wanted to make the learning aspect of this game a puzzle in itself, but probably I did something wrong or I overdid it if it is too cryptic. And you are also right about the divide ship: absolutely neccessary to give players the possibility to control the outcome. I could have maybe add a x0 ship or similar, but the concept remain the same.

Glad you liked the game!

Developer

Hello again!

Just wanted to say that an updated version of the game is out now! There's a dev log in the game's page, but to make it short here's the new things: lv 1 is now a sort of tutorial and cannot be brute-forced, forcing players to understand the mechanics from the very start. That should've helped in your first run of the game! ^^

There are also new quality of life features, but most importantly a new (secret) level to try out!

Submitted

While everyone was too busy to integrate randomness in their games, this man created a concept to get rid of it! ^^

It's an interesting puzzle game. As another commenter said, the "Divide by itself" ship makes the game a bit too easy, but I understand that time was not really forgiving this week-end :v
The levels with "Odd number" or "Multiples of X" were the most fun to me!

It's a very good submission with a lot of potential! =)

Developer(+1)

Thank you a lot for the kind words! Yes, I agree on the need for balancing, or to better say the need for an expansion with more complex levels. Anyway, thank you, I'm going to try out your game now! :)

Developer(+1)

Oh, wait! I've already tried your game haha!

Submitted (1 edit) (+1)

Ahah, yes, I came to try yours after reading your comment on mine!

Very cool and interesting game! I like that it was challenging and nothing is taken for granted.
I also loved the sound effects/music, graphics and some little details. It is clear it was made with great care and attention, especially considering it was done in 48 hours. Impressive! Great work! :) 

Developer(+1)

Thank you mister mima :*

Submitted(+1)

Having the goal be to take dice and manipulate them so that the outcome is deterministic is a really neat take on the theme! (the "set to 1" node does seem a bit like cheating though :) still cool of course). I also like the space theme and the sound effects, and the level design was solid! Well done

Developer

Thank you a lot! Yes, I am aware that the set to 1 ship is kinda op, but at the same time it was the easiest thing to develop in this little time. Also, I think the potential with this game is not much in these linear level I made, but mostly on more complex levels with more dice, where players have to use their limited resources (ships) with care. That would maybe balance a bit the set-to-1 ship, making it rarer and less exploitable. In a sense, the current levels are sort of tutorials. Anyway, thank you for the kind words!

Submitted(+1)

The art looks very nice and the idea of mixing math in with the game is interesting

Developer

Thank you! As soon as I thought about dice math came to mind, so here's the reason behind it. Also, while making the game I thought a couple of times that this potentially might be sort of a didactic game.

Submitted(+1)

You could try adding different modes like addition, subtraction, and other ones so people could choose their mode depending on what they want to learn. You could even throw in a calculus mode if your feeling it.