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A jam submission

Dice KnightView game page

RPG
Submitted by Vahraz (@appoxgames) — 31 minutes, 9 seconds before the deadline
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Dice Knight's itch.io page

Results

CriteriaRankScore*Raw Score
Enjoyment#10273.2793.279
Overall#10623.4113.411
Creativity#11613.4653.465
Presentation#12943.4883.488

Ranked from 43 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?
You navigate a knight by throwing dice

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

Viewing comments 25 to 6 of 25 · Next page · Last page
Submitted(+1)

It took time to understand, really difficult to grasp without tutorial. But, once I have a good handle on things, that was a really fun experience, quite addicting too. Really cool art style choice too, really nice job!

Developer(+1)

Yes, the lesson learned for the next Jam is to at least put away 5h for tutorial and polishing instead of adding extra content that no one will be able to reach.

Thank you for the feedback!

Submitted (1 edit) (+1)

I really enjoyed your game! Usually people said that to me about my game, but here I understood why they said that, that the game opened up to them in a new way when they learned new mechanics.

At first I was just picking my offense and defense. After a while, I noticed that the things I choose (in which there is no word) turn out to be abilities in the upper left corner. And I have to choose attack or defense to activate them.

Initially I was just looking and didn't understand why the character was doing some extra action.

Oh, correction. Read it in the comments. Turns out fullscreen takes away the text display. However, for your game, you could call it a plus. I was able to navigate without text :D

So, I interrupted. Perhaps when doing an attack/defense, it would be worth doing some sort of glittering line fly through from left to right in the background of the skill. And if the skill is completely full, you could make that line bigger for the player to notice. You don't have to make the interface stay within its zone. These lines can cover the center of the screen a bit so that the player pays attention to it. However, this is just an example.

The gameplay is very addictive. With very little health, I made it through a few more floors on the shields only. Got to some floors with no background wall, just columns. Again, was without text, don't know which one is which :0

In general, you can seriously try to practice readability of the game with the erasure of the entire text from the game :D

The game is very interesting, addictive strongly.

Developer(+1)

Glad you enjoyed the game! 

Yes, i think either you get the game or you don't and based on that you will have a vastly different experience. I am glad at least some people could figure out the mechanics themselves, thought for a moment that the game was quite ruined with all the complexity. The irony is that I tried to make it extremely simple by having only 2 dice that you can choose but I succeded somehow to mess that up :)

Thank you for the lovely review, I appreciate it!

Submitted(+1)

I think it's nice to have a simple input to influence some not-so-simple mechanics.

There's no hassle to control, you know which domino to drop to affect a certain thing or several things. The domino principle is really appropriate to mention here, because you're not just hitting enemies or defending yourself, you're also affecting the skills you execute.

It's indirect control, and it's pretty good here.

I'd love to see your game with everything you've learned!

Developer(+1)

I love the simplicity that covers deep complexity and that is usually what i strive for when making games. Interesting mention of the domino principle, never thought of it that way but i agree.

Yes, i will make a post-jam update where I will fix all the issues they're currently in, with a boss battle hopefully in the end.

Who knows, if i enjoy working on it enough i might turn it into a real game.

Submitted

Good luck with that!

Submitted(+1)

Really cool game! Nice concept and nice art! Really fun to play, good job!

Developer

Thank you! :)

Submitted(+1)

Suuper fun and addicting game !! I found myself playing this one for a while and a well polished game too :)) Good stuff overall :D

Developer(+1)

Thanks you, i appreciate it!

Submitted(+1)

Made it to level 14, going with as much offense as possible lol. It took a bit to figure out, but once I did everything worked really well. You did a good job of making most of the decisions not just "choose the higher number"; like exploring is a trade-off between moving far and landing on a beneficial space, and combat is a balance of using naturally high rolls vs. activating skills.

Developer

Glad you figured out how the game works! 

14 is very impressive, my highest is 14 as well.

Thank you for the feedback!

Submitted(+1)

Pretty good, I had an issue where I went into full screen and then all the text permanently disappeared though. Not sure how far I made it but it was pretty far.

Submitted(+1)

I like the concept here - the combat system and movement felt unique and fun to use. My only gripe is that the game was pretty zoomed out and low-res, which made things hard to see. Other than that I really enjoyed playing and loved the concept. Good job!

Developer

Yeah not being able to use fullscreen really messed up the experience. Really not sure why it breaks on fullscreen.

Thank you for the review!

Submitted(+1)

I love the artstyle and animations in this game. Also the special effects were very satisfying. My favourite part in gameplay was the combat, It's very fun.

Submitted(+1)

Nice game! Thought the art and animation was nice, and mechanics were solid. My feedback would be that it would be nice to have some bigger indicator of where your character is located on the zoomed out map, and it might be more aesthetically satisfying if a die was rolled instead of the borders just changing for the dice stuff, even though functionally its the same thing. I had a lot of fun though, and thought it was very polished.

Submitted(+1)

Amazing!! Great art! Great idea and a VERY fun game. Need a tutorial (like my game, defenetly soemthing i will learn for next jam) but an amazing job!!

Submitted(+1)

Great visuals and music! UI is a bit confusing

Submitted(+1)

Nice solid game! The overall atmosphere of the game was on point, and I played a couple of runs just to see how far I could get- very enjoyable once I figured out how everything worked. My final run ended at level 12 or 13 after I took either 12+9 damage or 129 damage on a crit.
Since you asked for critique- the biggest space I can see for an improvement (besides a possible tutorial and extra features now that it's not on a time crunch haha) is in the UI. One I got into the rhythm of it, I could tell when at least some of the monsters would attack, but being able to see a turn order would've been very nice, as well as hopefully being able to see all my unlocked skills at once even if not all of them are active at a time.
On that note- skills! I liked having to use attack / defense to charge skills, but the ui for them was also confusing and probably needed adjustment to make it a bit clearer, especially since it was bugged for fullscreen.

Developer

Thank you for the great review, i really appreciate it!

Submitted(+1)

Solid presentation and satisfying gameplay. I found myself wanting to know why I was in the tower beyond the need to defeat baddies. Good work.

Submitted (1 edit) (+1)

This is really, really good, actually. I think it's a fantastic idea that you should continue fleshing out. 
Unfortunately because I'm an old man who has resolved to be honest, I have to take off a few points because I went and checked out your previous game that this is 'based on', and it's kind of clear this is just a continuation of that game, to me. Maybe even the same Unity project (with lots of further work, of course), since the files are even both named "towerknight".  Don't get me wrong, it's obvious that you've put a ton more work into it. This isn't a knock on the game. Just on the submission for a jam, I guess.

Since this jam is supposed to be a new idea, a fresh start, I had to take off a few points from my vote for that. But seriously, I think this is great. Fleshed out, I could see myself putting a lot of casual hours into a game very much like this. Great work :)

Developer(+1)

Thank you for your in-depth review!

Just to be clear, the SFX and 3D models are from previous projects, but I have not entered for the art nor SFX, I have only entered for the game itself (Code) and most of the actual game is made for this Jam. 

Yeah, i was thinking about contining working on it because i have so many more ideas for it like boss battles, items, more events, better procedural content etc,

I really appreciate the fair review, thanks again!

Submitted(+1)

Took a bit of time to figure out how it works, but once I did I really liked the game. The music and sound effects perfectly match the feel of the gameplay, and I liked the powering-up mechanics, I would definitely love to play an expanded version of this. 

Submitted(+1)

You have a great art style, but without a tutorial it's really hard for me to understand how to play. But it is very cool game.

Developer

Yeah, didn't have time for any kind of tutorial but i improved the description so it should be clearer now hopefully.

Thank you for the review!

Submitted(+1)

I loved the art style. Took me a bit to read what was happening with the non-fullscreen window (shame fullscreen breaks it but what you gonna do?). Also took me a bit to figure out what was happening with the two buttons but once I did I really like the idea of a two button system that has like 2-3 systems integrated into it. The red and blue markers help a ton for reading where you are going to go and eventually I realized the marks around the buttons are telling you "# spaces" you will move. I like the idea of the combo system because it comes with a risk of choosing some lesser options just to fulfill the combo. Really cool game!

Submitted(+1)

Definitely needs tooltips for all the stuff going on, but it's cool

Developer

I improved the description, hopefully, it clears questions. Thank you!

Submitted(+1)

Wow this is pretty cool. I really really like there are just two buttons for the controls. I mainly wish that I could enter fullscreen or just have a closer look at what was happening

Submitted(+1)

Wow this is pretty cool. I really really like there are just two buttons for the controls. I mainly wish that I could enter fullscreen or just have a closer look at what was happening

Viewing comments 25 to 6 of 25 · Next page · Last page