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A jam submission

Wayward BonesView game page

Will you roll dice to save your soul?
Submitted by googlypoo β€” 18 hours, 4 minutes before the deadline
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Wayward Bones's itch.io page

Results

CriteriaRankScore*Raw Score
Would you like to see this game idea developed further?#193.9443.944
Did the game align well with the task?#264.0004.000
Did the secondary mechanic complement the core mechanic well?#283.7783.778
Overall#283.8113.811
Was there a sense of progression?#333.6113.611
How well implemented was the core mechanic?#433.7223.722

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Type one of these words: AIM - DUCK - GROW - FLOAT - VOICE - CHOICE
VOICE

Which game engine did you use?
Unity

What are your pronouns so I know how to refer to you in the videos?
he/him

Will you continue in GDKO if you were selected as a Wildcard?
Yes

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Comments

Submitted(+1)

Cool mechanic you made! :D

Submitted(+1)

I absolutely loved this game!  Dice rolling is my jam (see my game).  This was so much fun.  I just want more.  Perfect score!

Submitted(+1)

I completed this but the bandoleer came in clutch cause i made some _poor_ choiced before. 

I like the mechanics of this and everything seemed to work well and as expected. It took some trial and error to figure a few things out but in the end I opted for hyper agressive and just facetanking the defence round πŸ˜…. I wasnt sure what the differnt colour dice did? but it didnt matter because I managed to crush the skeleton army anywayπŸ’ͺ

I liked the pixel art, the weapons and enemies all felt cohereant with each other ansd had some good designs. I think in the future being able to bring that same level to some of the UI and maybe backgrounds would really round the look off and bring the game visually together to have a clear artistic stamp/style. 

The dice rolling was a cool effect and made the rolling feel solid. I think if you brough that polish to some of the other parts of the game it would really elevate it. I did like how the dice sort of applied one at a time, I think addinf some soft of sfx or vfx would work really well for that. 

Overall i thought this was solid mechanic wise and an interesting starting point that has loads of potential to be expanded in a bunch of differnt directions. Great job!

Submitted(+1)

Really great potential. Here are some things to point out:

- Maybe I missed something but I had no idea what dice did what

- For upgrades the game seems limited by 2 hand and an armor

- Enemy with passives such as can't be assigned dice with X and more damge could be fun and gives value to lower rate dice

- Armor that gives rerolls

- The Web build as a little problem with the fullscreen , thers 2 button and only one wich works properly

Anyways this is an amazing demo for the mechanics that complement echother well and I cant wait to see this developed more in the futur

Developer

Thanks for playing! Yeah, agree with a lot of those points. I think there's some cool ways to expand. The WebGL build was a bit of an afterthought and I realized the canvas scaling wasn't working correctly in different aspect ratios but I didn't want to modify the submission post deadline.

Submitted(+1)

Umm what a great game!! I've been wanting to make a game with dice exactly how you did in this game!! Such a great idea and use of the mechanics! Are you planning on expanding, and if so what do you want to do???

Developer

Yes definitely :) depends on if I make it to the next round & what the theme is, stay tuned. 

Submitted(+1)

I haven't see this concept before. This for sure has some potential. Good!

Submitted(+1)

Very nice demo! I felt like it was pretty easy to survive though, so it could use some balancing to make it more challenging.

Submitted(+1)

I like the distribution of the dice numbers. Because of that, the feeling of pleasure when acquiring equipment is also good.

Developer

Appreciate the comment πŸ™πŸ»

Submitted(+1)

I really liked the die rolling and assigning mechanics, I think you did a good job hitting the theme of the round.  nd I'd like to see this game get developed further. Well done!

Developer

Thanks for playing 😁 

Submitted(+1)

Wow there is a lot of potential with this game, I really enjoyed playing this! Aside from the obvious UI touch-ups and more information given to the player (such as which color dice do what) I'd also recommend showing what the player has equipped so far when they're choosing their item reward after a battle.

I still loved what you have here, and am really hoping you get a chance to expand on this game because there's a lot you can do with this and I would love to see the direction you take it! You definitely deserve more plays/ratings

(On that note, I'd recommend including a web build if you can - people in game jams tend to lean away from trying download-only games a lot unfortunately)

Developer

Good points. I've added a web build and confirmed with admins that it's ok post deadline πŸ‘πŸ»

Submitted(+1)

I liked this! A lot of potential, I would like to play an actual roguelike game like this. Just add more strategy and abilities and enemies and it will be perfect. I recommend making a webgl build in the future tho, especially if continuing with unity, you deserve more people to try this out but downloadable files tend to scare them away.

Submitted(+1)

It might be my wide screen monitor but some stuff was cut out on the bottom of the screen.  Very interesting game premise hope to see it the project continue one way or another!

Submitted(+1)

This has the bones for a great game. Well done on the prototype!

Developer

πŸ’€ Thanks! It's definitely more of a concept demo. Even if I don't make it to the second round I might keep building it out.

Submitted(+1)

Short and gets to the point fast. I do like myself some dice rolling, but for some reason I kept getting ones and twos, no clue what that was about. Could probably be expanded upon very easily as a hobby project.

Developer(+1)

Thanks for playing πŸ™‚

The different color dice have different face values, which I haven't been able to communicate in the UI yet. Green and Blue dice have more 1s and 2s than a normal D6, which may be why you were seeing that. Blue can also roll 12, which is supposed to compensate for the low values. Green was intended to apply poison as well but I didn't get to that implementation.