okay, i updated the download to include one of those licenses. I didn't find one that was perfect for what I'm going for but it's plenty good enough for now.
francis
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Yes, I made them all during the jam, with the exception of the "selection sprites" sheet, which I made a long time ago as a reusable piece that ends up in all my prototypes with a selected tile type of thing.
And I'm comfortable with any use outside of input for "AI" models, and prefer, but do not require, credit. I'm not currently aware of a license that includes those terms, as it's very difficult to stop someone from feeding anything they find online to an LLM or SLM, so I suppose CC0 1.0 makes sense, unless you're aware of something that fits more closely into my license wishlist.
Thanks so much! The map was the first thing I did and towards the end of the jam, I decided it really looked like it should have a name at the top, so I tried to think of gambling or dice puns that also sounded like cliche fantasy worlds, and wrote out "Dyeria" as a serious name before realizing what it would sound like to say out loud. All the best jokes come from noticing the funny stuff in accidents! After doing that, the jokes practically wrote themselves hahaha.
thanks for playing! Yeah, in my head when I started it was like "this is gonna be awesome, liar's dice as a mechanic for a strategy game" and then like the day before deadline it was like "why doesn't it feel right yet what have i gotten myself into" hahaha. day after submitting was when i realized i forgot to show the player the dice results of the cities after each round. ooooooops.
thanks for playing! yep, I totally agree with everything you said. I had this horrible moment of clarity after submitting the entry of "oh no, i completely forgot to show the player the opponent's dice at the end of each round, it's going to just feel like a slot machine" hahaha. Oh well! Next time I'll organize my idea a little more before barreling away at it. Thanks for the feedback!
Awesome, great to hear, and thanks for playing! I did feel like the strategy was a weak point in my game since IRL liar's dice gets a ton of its fun from the group's bluffs and banter (I was initially hoping to write a script to give each city their own style of in-game banter after the opening sequence ends, but ran out of time). But next time you play in person, the baseline strategy to build your bluffs on is: count all dice at table, divide by 3 if playing with wilds or 6 if not (removing the remainder if you're playing in person, just gets very complex otherwise), and if the number is higher than the amount in the bet, it is unlikely. You have your own private information to account for and it can get to very complicated places (all solved on various statistics forums online) if you account for how much private information other players have, and on whether or not they have an incentive to bluff. I gave each city their own "personality" but gave none of them the "optimal" strategy, since that's generally not too fun (they get a 53-56% win rate or so, so it's a bit like flipping a coin that takes ten minutes to give you the result, and comes up on the value you call slightly less often than a normal coin hahahaha)
thanks for the kind words! i learned so much from doing this (i usually make stuff in c# so this was my first project exclusively in gdscript/gdshader to make sure it would run in the browser. I also felt like the dice rolls were a strong point, and there was a brief moment of clarity about 10 hours before submissions were due where I considered for a second rewriting the rules and making it more like yahtzee so the player got to just roll the dice EVERY round. Maybe i'll repurpose some of the assets for that, would be a shame to put all that work into a fun dice rolling system only to use once! loved the atmosphere of your entry btw, really cool visual style!
hahaha so i got WAY too ambitious after pulling an all-nighter on saturday and decided to give each city their own "personality" which led to the bug you're describing. thanks so much for the kind words, i'm so glad you enjoyed it! i really need to join a team next jam, or keep my scope a little simpler. or just get less distracted by making stuff like the volcano and the beast react to clicks hahaha. thanks for playing!
dang, hopefully not too bad! The browser version stutters for me right at the beginning since i didn't have time to do any optimizations, but it tends to run on the machines i tested on after the first eight beats of music. I had budgeted a whole extra day for audio but everything always takes twice as long as you expect haha.thanks for playing!
Yep, you wouldn't believe my disappointment after submitting it when I realized I had forgotten to have the cities show their private dice at the end of a round haha. Oh well.
And yep, that bug was happening a lot. And the decree rules ended up breaking as a result of a last-minute change in display resolution to avoid the game being way too big on the web build (there was actually an annoying audio bug in the web build that probably didn't bother anyone else, but one of the sounds plays back incorrectly and sounds terrible to me after being used to the desktop build I was working with until the last couple of hours haha).
Thanks so much for playing! I definitely put a ton of work into this one, but it still ended up being a little too ambitious for me to finish in a week.
Thank you for the kind words! I got to that point with this project myself. Just before the deadline it was just like "this is just way too much information to present to someone, and I'm still missing a ton of context. I hope people like the visuals/audio enough to click the buttons a few times" hahaha.
Thanks for the kind words! I kept adding more and more to the tutorial until I ran out of time. I was trying to make it fun enough to feel "worth it" to go through but I feel that this took away from the presentation of the rules in the end. The game also assumes some level of awareness of the game Liar's Dice, which even casual enjoyers of tend to not know much about the probability behind it. All in all, I'm happy with what I got done in such a short amount of time, but by the end of the jam I was ready to start the project over with different rules.
Thanks for playing, and thanks for the kind words on the art! I spent probably more of my time than I should have on the visual presentation of the game hahaha.
And thanks for the feedback. I had a chance to show it to a friend on the second to last day, and even with the short tutorial I've got in here they said basically not a chance in hell they could have figured it out if they hadn't played Liar's Dice before. If I did this again, I would probably make the core mechanic a bit more like Yahtzee; after making this I've decided that the fun of Liar's Dice is much more in the group of people you're playing with than in the mechanics themselves.
Thanks! I put most of my time into the visual presentation on this one, and as I was building the tutorial I realized more and more that I was in way over my head to present this game to people who haven't played something similar to liar's dice before. I'm going for smaller scope next time for sure hahaha.
I'm glad you liked the music! That was a total afterthought. The visual style was based loosely on old Apple desktops (aspect ratio, color palette, etc) and I started writing the music to be played from a similar sound chip and realized that I associate the audio of that era much more with the expensive sound modules you could get as an add-on to certain computers, so I switched to the Roland sounds you hear in-game and panic-wrote all the accompaniment and additional arrangements of that main melody in a few hours right at the end. I actually prepared it all to be played back in a non-linear fashion, but didn't have time to implement that (duh, what was I thinking?! I need to join a group next time lol)
Dang! That's too bad. I think you might have won; I was getting some bugs when I was testing it there, since it takes a long time to get through a full game. The "game over" screen was the placeholder for the "you win" screen, which I ended up not having time to make, so "game over" shows up for winning or losing. The cities tend to glitch out when they are down to one dice, unfortunately. I ended up realizing I was in way over my head at around 7am on the last day (after staying up all night hahahaha). Smaller scope for me next time!
The "exact" calls felt really cool when you guess correct (they attack each other city and it's visually fun) but something i changed at the last minute seems to allow "bullshit" calls on "exact" which shouldn't be allowed, ESPECIALLY since an incorrect "exact" call has the same player start the following round. San Gambl is the city most likely to call "bullshit" or "exact" based on its gameplay behavior script, so if it calls exact with a certain relatively wide range of dice in play, it will call bullshit on itself and this will happen. It's unfortunately a 25% chance of it happening for probably 2/3s of the length of the game.
Anyway, thanks for the kind words, and thanks for giving it a try! I appreciate the feedback, though this particular bug I am aware of and unfortunately discovered on my second playthrough after submitting my entry :(




