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The Chosen Die's itch.io pageJudge feedback
Judge feedback is anonymous.
- First impression started off with fantastic music. I spent a bit just vibing out at the main menu. The UI layout is very intuitive. It was easy to understand how combat was going to work and what the different rolls would accomplish. The mouse-over tooltips are a great way to ensure the player always knows what's going on with the different enemy types. The drag-and-drop of the shop abilities worked really well, I didn't encounter any issues swapping any of the abilities. Swapping between languages was a similarly seamless experience. I did encounter an issue when actually using the 'confusion' power. After using confusion, the game would end up hard locked as though the game was waiting to apply the confusion but didn't actually finish. Meant the enemies didn't take their turn and I couldn't roll for the next turn. I was able to use the ability a couple of times, but it also froze a couple times. Good choice on the rest of the abilities, good variety to mix up each run. Unfortunately, I wasn't able to make it all the way to the end in the play time I had, so I can't speak to any boss mechanics, but the setup for one is well done. The paths through the overworld were balanced and all paths felt fair. There's a lot of room in the story and the design for additional levels as the player tries to rescue all the villagers. Really great job!
Link to your Game Design Doc on Google Drive.
https://docs.google.com/document/d/e/2PACX-1vS0hvPW3vkcturqOvlw1x0ZtG7fl1va6BJTTKUecUoynLrrijGgnCUTW65yDHJza45urH-nP1uQfkfe/pub
Have you checked that your GDD is publicly accessible ?
Yes
Is your game set to public on itch.io so we can see it?
Yes
Summarize your game!
The Chosen Die is a turn based game where you, "The Chosen Die" fight against the enemies that kidnapped your dice buddies.
On the way the D20 Lord will grant you "only one" new ability each time you encounter him.
Please explain how your game fits the theme.
- You are the chosen one, the only one that survived the attack by the ghouls.
- Combat is 1 vs X where you are always alone.
- You can select only one new ability each time you encounter the D20 Lord.
Is there anything you'd like the judges to pay particular attention to?
We added some localisation options.
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Comments
Very complete and polished for a game made in 2 weeks! A tutorial seems like it would have been useful. I like the face-building mechanic. The music and art was excellent!
That was really fun! I don't know what happened, but on my first run I didn't get a shop till way later, I didn't even make it to the shop and was losing interest. I decided to play again, and again, and every time after that I got a shop early on. Once I actually got a shop and realized that main part of the game I was having a lot of fun. The face-building system was very fun and there was quite the variety of different options, lifesteal on face six was good. Amazing job!
Thanks for playing ! The map is randomly generated each run to make it more replayable, but with anything rng, bad luck can roll a bad map.
Double damage on a 3 and rolling a 6 vampirism is super satisfying too. xd
This jam I mainly focussed on telegraphing mechanics, and localisation, with full English Dutch and Flemish - and partial Russian locales. I also did a lot of abilities which is a bit of my weak point normally. Im really happy how it turned out!
And glad you ran it a second time to see the shop properly, <3
Good game! I enjoy playing it! The thing that I appreciate the most is the smooth onboarding experience to the game, the gameplay felt very intuitive!
Thanks for playing! Put quite a bit of work into making stuff properly telegraphed for the player & making the combat flow ease in from the start of the game. It's been a bit of a weakpoint in some of my past jam games.
Such a neat game! The pixel art and music is lovely, I especially like the designs of the enemies and their death animations
thanks so much!
Thanks for playing! I 100% agree Pontax did a great job with the artwork. & Enweave with the music.
Really cool game, the music is amazing it really feats the vibe! i love the sfx, but it misses some final poleshing like screen shake and pixel-font (i get the sacrifice but its still my opinion) the gameplay is really great, the art is amazing i loved the colors overall great game!
we decided to go the celeste-route and agreed pixel fonts are less readable for players. We wanted to make sure fonts were legible for most languages as we provided language accessibility as mostly all jam games didn't this time around. We are happy with the outcome we got for it.
Screenshake is something I need to look into adding to my framework, I'm not the biggest fan of it but it shows up from time to time in the comments.
As for font- as Pontax also mentioned, we chose accessibility and readability over having a pixel font that's almost impossible to read to some. There are also very few fonts that supported both latin and cyrillic charactersets, which we needed because there is partial Russian localisation.
Thanks for the feedback though!
this is great. Understandable, seemingly quite deep, and pretty. music is really catchy, though idkkkk it kinda sounds like AI (jk, the music was obviously made by a human). For as critical as im gonna be here, know that i had a genuinely good time playing, which is more than i can say for most jam games.
but god, quinten youre gonna hate this, but i wish you'd use an engine. I know, the workflow is unfamilliar to you, but everything in this game that's visibly jank is very, very easy to fix in unity. The shop is a prime example - its really not obvious at first look how it works, and your lack of effects or anything really except like, a buggy looking "move image" cursor (that's native to my computer, not to the game) really doubles down on that. Thats a typical issue of mine with your games - i fondly remember lighthouse, storm shepard, but i also remember it being jank as all hell in very similar ways.
The way the main bar is empty except for an always-visible but only contextually useful "roll" button is also strange, to say the least. The roll action is one step in combat of many, but the button is always there to be pressed. It's just a little strange, and something fixable in like,,, one line of code in unity.
i was really excited to play this game, and it did live up to my expectations! But your games always seem rough in very strange ways and idk, i think you can do better.
thanks for the feedback we had a roll animation for dice however time didn't seem to make the cut for a ton of features we had ready.
I doubt I'm going to drastically change my workflow unless an engine comes around that handles some of my requirements.
I've attempted to use Godot on about 4 different attempts without getting anywhere,.. I did a jam game with it as a challenge against Enweave- but stuff that took me weeks to do had me going "this is so simple in engineless / html", overal it was not a very pleasant experience.
Unity spit in my face about 8 years ago when they scrapped their Javascript fork without notice. Practically voided all of my willingness to learn that engine after. When the entire runtime fee happened I was happy to have "dodged a bullet".
For Jamlytics Jam , I made the game using Babylon.js a proper typescript game framework, that went pretty well but I feel like as a dev it didn't get me to learn much- which is my goal with doing jams. Learning stuff challenging myself as mostly a web dev. and improving my own game framework.
Being in a web native environment for me has a lot of advantages , but yea, there will be some jank as html is not fully made for games. and with many browsers and devices there's a lot to catch which I can't reasonably all figure out during a jam period,. even big engines mess stuff up between browsers. I'm pretty sure that if I worked on a bigger project it wouldn't be such an issue as I'd have more time to iron out everything.
The main bar holds both the combat log and the roll button, in the initial scope we had buffs which could have also placed there. but those got benched. The roll button is always in view yes, removing it could cause CLS and confusion which we want to avoid UX wise. Ideally I should have asked Pontax for grayed out versions of the button so it would function similarly to the end turn button in hearthstone or similar.
I'm happy the game still lived up to expectations! And thanks for the critical feedback on both the game and engineless workflow.
In the end I hope to improve my framework with each jam I do.
And well maybe I can do better next time 😆...
Thanks for playing!
I like having the abilities be tied to the face of a dice roll. It felt like each decision had consequences. I also love the music and art design!
Thanks for playing ! Happy you liked it. ⭐
Big fan of this idea. Love the art style and it has really solid combat.
Glad you liked it! Pontax did a great job on the art.
On my end adding in all the abilities and making it not impossible to beat or a cakewalk was definitely something. xd
Cute graphics. Nice concept. Easy at the beginning but ramps up the difficulty. Animations could be a bit faster.
Thanks for playing! Adding animation-speed as a setting was on the road map, we just ran out of time. 😅