Hm, not familiar with the Itch.io app… but I did realize that the executable was not originally tagged as for Windows. Perhaps that fixed it?
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Thanks for the detailed feedback!
Agree that the biggest shortcoming is the lack of a tutorial. We went back and forth on some mechanics up until the last day, and were only able to work for two of the three days, so we just didn’t have enough time to put it in. Instead we just gave the first few customers very long timers and hoped the UI was good enough to orient yourself after a little while.
That’s a good point about the placement of the categories… definitely should have put them in the same positions (left to right) as the triangle! Sometimes the most obvious things only become obvious after the jam has ended.
Sorry about the window size, game jams are not forgiving with time and deadlines and my graphics library is not as trivial to deal with this as Unity, etc.
Thanks for playing!
Thanks for playing! The theme implementation was the robo-chef who throws in an ingredient at the start of each customer’s order. Certainly not a very sophisticated AI, but you do have to collaborate with him.
The artist and sound designer did some great work considering we were only able to work two out of the three days! Glad you enjoyed it.
My understanding is that you have to use LootLocker to be placed in the top three games.
The top 3 winning games are required to implement Lootlocker leaderboards to ensure score accuracy.
But it looks like from the API documentation you can just directly call into the API with POST/GET. Any engine should be able to do this; I’m tempted to try to do it with Python/PyGame.
The concept was interesting for sure. Unlike normal shooter games, there’s actually a potential downside to just firing randomly, since the stuns are often what kills you (on the other hand, the multipliers are really important as well). An interesting side effect is that dice that are rolling in a way where a 6 is possible will also show a 1 side.
The sound effects and music weren’t made for the jam, but you chose great ones. Gave a very goofy but hectic feel.
I do think the projectile speed for the player could be quite a bit faster. Especially because timing is so important in what you’re shooting, making less guesswork for the player would be really helpful (as well as making it easier to hit enemies as they start moving faster). As a rule of thumb I usually make bullets very fast, on the order of around 5-10x the player movement speed, unless it’s something like a rocket or grenade launcher that moves slow and hits hard.
Nice title! Love the wordplay (no bias here…).
Graphics are simple but you definitely made the most out of them with the shading, colors, and particle effects.
Well done for 48 hours!
Loved the little details like screen shake and the variety of power-ups you included. Unfortunately didn’t have anyone to play against, but had fun tossing it back and forth with myself!
I will say that an important part of the strategy in Pong is that the position you hit the ball on your paddle matters; hitting a ball with one side of your paddle will send the ball in that direction, rather than just bouncing off the same everywhere. Adding this feature in would have added a lot of strategy since you could aim at particular power-ups or try to score on your opponent more easily.
Nice work for 48 hours!
The giant explosions were really satisfying. Especially since the spiders went flying when they were hit. Gameplay was pretty basic, but hey, 48 hours is not a lot of time.
Some kind of reloading indicator would have been nice, rather than spamming shoot until it worked. It was also a little annoying that the dice sometimes traveled farther/took longer to explode based on I assume how the physics worked.
Thanks for adding credits to all the external assets within the game! A lot of people don’t do this, but I’m sure the people who created the assets really appreciate it.
Glad to hear my previous comment was helpful!
I’ve been thinking about just taking them out and replacing with a similar type of attacking
I’m not entirely sure what you’re saying. Taking out the melee classes and replace them with classes more similar to the ranged ones?
I personally really enjoyed the melee classes. Or at least enjoyed the fact there were ranged and melee classes and they behaved so differently since it adds a lot to the replay value.
Or are you describing giving a melee-type attack to all classes, including ranged ones?
This could be more interesting, but I still think my gut instinct is that dedicated melee classes are more fun.
Random thought, if you want to spice up the regular gameplay with more abilities on the base spacecraft, you could do something like a “special” attack with a cooldown that differs by class (e.g. throws a bomb, triples fire rate for a few seconds, makes a black hole that bunches the enemies together).
Have a lot of feedback for this one! I actually quite enjoyed this, so don’t take it as me railing on the game, but there were a lot of small low-hanging fruit for improvement. And sounds like you’re working on a post-jam, so hope some of it is helpful!
The game has a really satisfying core loop of killing enemies, collecting their juice, and spending it on neat upgrades to get progressively more powerful. The upgrades were varied, and behaved differently for ranged and melee ships, so there was a lot of variety.
I do think more variety in enemy design could help here though; most of the enemies were relatively weak, but came in large numbers, so the best builds were almost always more bullets, more pierce, and more AoE. A few enemy types that were big tanks could incentivize single-target damage more, or some enemies with shields on one side that can only be attacked from the back to incentivize maneuverability, or enemies that move fast and hit hard but are squishy to add variety.
I do think in general your bullets could travel a lot faster. Slow-moving projectiles rarely make that much of a mechanical difference, but feel a lot worse to play with, especially if your ship moves close to the speed of their projectiles (it looks like you had some randomness to projectile speed, but I could definitely race the lowest rolls there with my ship). Can’t recommend enough watching The Art of Screenshake which is definitely the most impactful 45 minutes of education in my entire time making games. Feel free to also look at how the faster projectile speed in my entry makes the weapons feel.
Here’s a list of other (relatively minor) things that would be really quick to fix but help a lot:
- Make the shop wait until the end of a dash to appear, or keep dash velocity. When dashing, you’re almost always collecting XP in the middle of a horde of enemies, and it feels bad when you level up and it cancels your dash and strands you in the middle to take a bunch of damage.
- Prevent getting duplicate upgrades on the upgrade screen
- Make the damage indicators for enemies drift up a little, or move in a random direction, or appear in a slightly random position. As-is it’s hard to tell whether you land one or multiple hits since the indicators are on top of each other.
- Add an indicator for dash/projectile radius, like a glow or particle effect. This makes it easier to get used to the spacing of it without having to experiment nearby enemies.
- Add more obvious visuals for dashing. Especially with the brawler, it was hard to tell when the dash was over and thus hard to gauge the distance of the dash. Adding an effect or change of color would help a lot. The guardian felt a lot better in this regard, since the speed boost was more obvious.
- Add more obvious visuals for taking damage. Especially for melee ships, it was sometimes hard to tell whether you took damage, or if you mis-spaced and took a little at the end of the dash. You might consider screenshake, flashing, particle effects, etc. You could even make the player take a lot more damage, but explode, killing nearby enemies and giving a bit of breathing room to escape.
- A nice-to-have would be a comparison of your current stats when taking upgrades. Saying “1 extra dash distance” is a lot less informative if you don’t know what your current stat is. Adding one to two is a big increase! Adding one to nine is less impactful.
I’ll also say that for a game jam game, I would make the extra characters more easy to unlock, or make it more obvious what the requirements are to unlock them. I would have loved to experiment with all of them to give more detailed feedback, but wasn’t sure what I needed to do (more play time? More games? More total enemies killed?). I would also generally only expect players to play your game for between 5 and 20 minutes and balance unlocks accordingly. I only ended up playing with generalist, brawler, and guardian. On a similar note, it would be nice if the runs took less time or scaled up more quickly in difficulty; all my runs ended because it felt like the difficulty stagnated, so I intentionally died to try a run with a new character.
Again, had a great time with the game, and most of these are minor details that might push the game to the next level. Great work on this in 48 hours, and would love to check out the post-jam version if you end up completing one!
Clearly this is the greatest game of the game jam. It’s right there in the title!
The concept is really interesting, and I could see a really compelling game with more levels and mechanics. Along the lines of the extra dice power-up, you could give power-ups that let you roll multiple dice and choose them, upgrade a D6 to a D8, give your “bad” rolls to enemies, etc.
Presentation-wise, it could definitely stand to have more juice. Sound effects would obviously be great, as well as extra effects when taking damage, rolling your dice, and moving around. Only so much you can fit into 48 hours, of course.
I do like the progression as you go, especially the “tutorial” level that just lets you move around based on your actions. I do think it’s a little easy to miss the main mechanic here though, especially since there isn’t an animation or indication when your turn starts. If there was a short die-rolling animation before you get your number, it would be really easy to see “ah, a new turn is starting, and I’m getting my number of actions randomly” and ease into the harder levels more smoothly.
Congrats on making this in 48 hours, especially since it appears to be your first jam game (or at least your first game on Itch). Hope you get the most out of it and make an even better game next time.
Neat little game! Best score was 18.
The graphics and audio are simple, but got the job done. It would have been nice to have a custom background rather than the recognizable default Unity scene, but you only have so much time in a game jam. I appreciate you put in the time to add two different modes; the smooth one lets you see multiple faces at once, but takes longer to spin the die.
I will say that an actual D6 always has opposite sides sum to seven, as others have mentioned (four across from three, five across from two). I figured out pretty quick that this die was different, but it would have been nice to be consistent with real dice since it really matters in this game where the positions are.
Beyond that, the gameplay and UI was pretty smooth. I could see a minigame with this premise as part of a larger title. Perhaps with additional challenges for a D8, D12, and D20.
Congrats on making this in 48 hours!
Loot box game as advertised!
Art is very charming and there were a lot of different items to collect, with some fun Easter eggs mixed in. There were a number of typos in the descriptions, but only so much proofreading you can do in a weekend.
The game could have benefited from some sound effects and “juicier” UI. Make it really feel like a mobile game/casino! I also think the scrolling animation could have taken a bit less time, especially since it probably takes well over 200 spins to catch ’em all.
I got 92% of the things in ~150 spins.
Nice work for 48 hours!
It seems like we had quite similar ideas! Great entry, especially considering it was made in PyGame by one person.
The game looked and felt very clean, and the effects and particles were great. The grenade launcher in particular felt really satisfying to use since it took out enemies in one hit and had that jolt of camera shake when the projectile landed. I think the small arena size was a good design decision to force the player to dodge often.
I do think most of your player projectiles could stand to travel faster. I find it’s usually less fun to make the player “aim ahead” of enemies much except for the occasional slow-but-deadly weapon like a grenade or rocket launcher. I can’t recommend enough watching the Vlambeer “The Art of Screenshake” talk if you haven’t already.
It’s a nice detail that the weapons are color coded, although I kept forgetting the numbers and colors and died while trying to peek at the sidebar. After some more time I probably would have gotten the hang of it.
I will say I’m not usually a fan of Bosca Ceoil music, but in this case your music was very well done and it worked great with the rest of your game. The visual and game design felt very much like an old arcade cabinet and the low-bit sound and music fit that aesthetic neatly. I especially liked how you added more layers on top of the music after the player beats the tutorial.
Congrats on making this in 48 hours, and keep on giving PyGame a good name!
Hm, what was your screen resolution? The player should be centered, with a boss health bar on the bottom of the screen (see screenshots), but it might have been cut off if your monitor is less than 1080p.
Thanks for playing and glad to hear you enjoyed it! I also agree that the artist and audio folks did a great job. The boss fight definitely suffered from “developer playtesting” and ended up a bit too hard, but congratulations on beating him!
The bread is useful because whole grains contain a variety of nutrients, including fiber, and promote a healthy heart and digestive system. Not great for fighting bug monsters though.
I definitely agree on the balance and attack variety! We were really running against the deadline on this one (the knife was only added in the last two hours), but definitely would have loved to have time to add more boss attacks and tweak the numbers. The pistol in particular feels pretty weak compared to the other non-bread weapons.
Thanks for the feedback and thanks for playing!
Thanks for playing! Based on other feedback it does sound like we balanced the boss too hard (and you do need to kill both hands first). Happy to hear the movement and combat felt good at least!
Thanks for playing, and glad you enjoyed it! I’ll have to search out all the dodge roll games when I have the time to play and rate, since it was a really fun interpretation to run with but I imagine people applied it very differently.
Glad the juice paid off, and agree the art and audio folks did a wonderful job bringing it to life.
It seems like a surprisingly common interpretation of the theme (and here I was thinking I was clever!). I’ll have to find all the similar games and try them out when I have more time to play and rate.
Thanks for playing!
Nice little game! The art and music are really charming and you did a great job of explaining the mechanics as you go. There were definitely some cool interactions like putting dashing and eating on the same button and giving extra jump height when you jump on dice.
It would have been nice to have some kind of checkpoint system, since occasionally you get the game in an unwinnable state (like having a die balanced on your head). With fairly slow player movement, it takes a while to get back to where you left off.
Love the squash-stretch on the player character and the bouncy gates. Would loved to have seen a version with a boss fight that involves spitting the right dice at him, but I’m sure that’s not reasonable to fit in to 48 hours.
Great job, and good luck for the rest of the rating period!
Great job — as always your games are second to none in terms of juice and polish!
Graphics, audio, animations. Everything is bouncy and the UI is responsive and has character.
I really liked the passing mechanic, and the “bonk” mechanic once I realized how it worked. There’s a good amount of strategy for planning out moves while making sure you have your best odds of reducing damage the next turn.
Your team slowly gets more and more hats
Areas of improvement:
The UI for passing and throwing could be better. There was at least one time I got confused which player was holding the ball, and at least one time I clicked “throw” on accident while trying to pass the ball to the player ahead of me (lost me the finals too!)
Obviously the die rolling is a central mechanic given the theme of the jam, but there were times it felt pretty bad — especially given that there are certain enemies that are literally impossible to kill/block if they get slightly lucky. I’m not sure if you had some behind-the-scenes logic to help the player out on the RNG, but if not that might be a way to help a little. (Something like power-ups, such as shields or damage multipliers, might help give the player more tools to fight against the odds as well)
I think this might be a game where having really good enemy AI might actually be a bad thing. There were a few times the enemy AI pulled some crazy maneuver to take out my highest numbers that involved a four or five member pass, and proceeded to wipe my team in one turn. Given that the enemy’s dice are so much stronger than the player’s, maybe it’s okay if the AI blunders a little more often.
Honestly all of those are pretty nitpicky in the scheme of games made in 48 hours. Amazing work!
It clearly isn’t finished, but it’s charming! I like the little building models, and appreciate that you can walk inside them and stand by the railings. I could imagine a completed version with a little bustling town and other cowboys wandering around in and out of the saloon, etc.
I will say the controls for movement felt unintuitive to me. Usually for games with arrow key + mouse movement the mouse direction doesn’t change what the arrow keys do, but maybe it would make sense if you had some sort of shooting mechanic in mind that required strafing like this.
The actual dice mechanic was pretty straightforward. You roll dice and try to get more points.
Based on your otherwise empty Itch page, I’m guessing this was your first game jam — congrats! You should be proud of what you made in 48 hours even if you didn’t quite finish it.
Gotcha! I think the “while holding the die” was the important piece that I missed. Just went back and played the rest you had, and really liked it! Definitely feels very Celeste-esque with the different environmental pieces, pixel art, music style, and SFX. Would love to have seen more levels.
Congrats on making this in 48 hours!
It’s a slot machine all right!
Unfortunately I’m not lucky and did not win any jackpots. However I did realize you could bankrupt the house as long as you click the lever fast enough:
(Relatedly, I found out you can have four windows if you hit escape. It didn’t help me win the million though.)
Nice little entry!
The art and music were simple but got the job done. The plants and hazards had a lot of character, although it could have been more obvious visually why each ability works for one but not the other (for instance, it looks like you could just jump over the flowers).
The random ability changing is definitely an interesting mechanic, and it’s cool to be forced into different parts of the maze depending on what power-up you start with and what you end up with later. I will say that it is possible to beat the maze with both power-ups without collecting any coins at all. I could see this kind of game with a bunch of secrets in different parts of the maze to incentivize replaying and trying different routes.
Congrats on making this in 48 hours!
The very beginning levels look and feel great. The art and sound style are great and the way you convey instructions with the level maps is really interesting and intuitive.
I unfortunately wasn’t able to get past level 1. At the end of the level I hit a gray wall and it boots me back to the menu. Manually selecting level 2, I’m thrown into an area that I haven’t been introduced to the mechanics yet (there’s a button on the ceiling). Trying to load any other level gives an error in console.
I also wasn’t having luck getting my clicks to register; based on the description I assume this should change the die number.
Let me know if you know what may be wrong — would love to try a fixed version to give a rating. My hunch is that there are other files that are supposed to be bundled with the .exe.
Really interesting one! Reminds me of those puzzle games with oblong cubes you have to roll into place. The levels were very well thought out and progressed at a good pace in difficulty.
Graphics and audio were great for a game jam. The models themselves were simple, but the post-processing made the game really pleasing to look at, especially watching enemy dice break into pieces.
Gameplay-wise, it would be nice if the movement was a little snappier. It often felt like I couldn’t move as fast as I wanted to, even if I had a series of moves that I wanted to do. I also randomly exploded a few times without knowing what I did wrong in some of the earlier levels… not sure if this was a bug or some hazard I didn’t notice.
Well done for 48 hours!
Neat entry! Also had the idea of customizing dice for combat but didn’t end up running with it.
The system for dice crafting was neat and worked well. It’s interesting that you have not only limited die faces but also limited weight, although at certain points in the game the choices didn’t feel super meaningful (if I’m limited by weight, does it matter if I have a 2 face and a 0 face, or two 1 faces?). This changed up a bit with the elemental damage and higher-capacity dice later on.
I did run into one glitch, where the audio got stuck on some sound effect after the double-jump boss. I had to turn the audio off after that point. But up to there you did a really good job applying the sound effects you found for cinematic effect (although dice rolling and damage sound effects would certainly have been welcome).
The pixel art is simple, but you did a good job filling in the gaps with the text scrolls. There were a couple prompts I missed because I moved through them too fast, though.
I think the biggest room for improvement is probably the more “game feel” parts. The combat tends to be jumping around and kiting enemies while throwing dice; but because the dice wait until they settle before they deal damage, this sometimes means a particularly bouncy die will just miss entirely even with perfect aim. The player movement could probably be a bit faster and less floaty as well. This was a little annoying when having to backtrack after getting powerups, since the combat is generally more interesting than player movement.
Congrats on making this in 48 hours!
Really solid entry!
First of all, I really like the concept of having two weapons you switch between as you fight. The charging mechanic really encourages you to switch back and forth to take full advantage of your energy recharging as well as take advantage of elemental advantages/disadvantages. There was an impressive number of weapon types and all of them felt different to play, even within the same class but with different stats.
This is a game where the "monster house" style of enemy spawning worked really well. I especially liked how the music instrumentation changed during combat.
Biggest areas for improvement are probably just an extra level of polish (like movement animations for the player). I do think the super effective/not very effective hints could have been clearer (I noticed part-way through the numbers had a color tint when dealing damage). Different sound effects would have been a great indicator here --- then again, the game was made in a week, we didn't even have time to put sound effects in ours at all.
First of all, the game is very pleasing to look at and has a really high level of polish. The only real quibble with the graphics I have is that it was sometimes a little hard to tell when the ball would go past an obstacle or when it would glance off the edge from the small sprites and maybe not-quite-perfect hit boxes. The sound effects and music were great and added to the mood.
Gameplay-wise, this very much feels like a roguelike, despite being minigolf (my team went a similar direction last year with billiards). The power-ups, procedurally generated levels, punishing difficulty are all there. I did end up beating all nine holes on my third try, but I think I got lucky with the extra hits that spawned in level and were offered as power-ups.
Not really sure what could be improved on the concept other than just more variety of maps and power-ups --- but great work for the 7-day time frame.
There were definitely some UI enhancements we were thinking of making, like allowing typing in the spell crafting screen (although change spell with mouse wheel is a good one we didn't consider).
Loading times are due to an inefficiency in how we assign sprites to the map tiles. Definitely fixable (or at least improvable), but ran out of time during the jam period --- so the band-aid was to make an animated loading screen.
Thanks for playing!
Thanks for the feedback! It was definitely intended to be a little slow to start so that you had room to unlock more powerful spells, but maybe we should have made wolves less tedious to fight.
Thanks for playing!