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METAGAMING's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Originality | #36 | 3.656 | 3.818 |
| Controls | #70 | 3.046 | 3.182 |
| Fun | #78 | 2.959 | 3.091 |
| Overall | #96 | 2.885 | 3.013 |
| Accessibilty | #98 | 2.524 | 2.636 |
| Theme | #100 | 2.872 | 3.000 |
| Audio | #103 | 2.611 | 2.727 |
| Graphics | #129 | 2.524 | 2.636 |
Ranked from 11 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Godot Version
V4.3
Wildcards Used
Dice and Trade
Game Description
You are a big ol' nerd who loves to play your favorite TTRPG, but you gamemaster wiped your entire party, so to get revenge you bought a pair of loaded dice to get back at him, but they were MAGIC MIMIC DICE, balance between cheating at the game and not getting caught as the dice start to transform
How does your game tie into the theme?
The dice you use will start to transform into a mimic, and to make the transformation lessen you have to intentionally make your numbers roll lower
Source(s)
N/A
Discord Username(s)
Chainchor
Participation Level (GWJ Only)
0
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Comments
Squirrel: Fun little experience. Simple mechanics, but only at a first glance. Whatever this game lacks in graphics and sound it makes up with gameplay.
Nice concept! Managing your cheating is a pretty neat mechanic. From the description, it wasn't quite clear, though, whether melee also depends on the dice, and if not - why still press the dice for attack? I would suggest making separate buttons/actions for attack/magic/heal, not a tumbler.
Overall it was quite fun and original, good job!
I really liked the idea: the mimic die mechanic is very original. It’s challenging enough to make you want to defeat as many opponents as possible (without being frustrating). It would be interesting to have some information about the enemies. Great Job!
Glad to know you liked the idea and balancing. I'm thinking if I "Complete" this game I should add a part in the tutorial where the art work depicts what their weakness are, IE How to skeleton in the first "World" has armor so he has a high AC, but I'd like to hear from you about ideas for giving the player information about the enemies!
Perhaps something narrative would be enough. Like a description that appears when you click on the enemy — something like 'An undead skeleton wearing armor with the insignia of knights who defend the kingdom’s borders.' (Just to give the enemies a bit more depth and indirectly hint at some of their characteristics, as if it were the Dungeon Master's description).
That said, it’s great that the visual elements already hint at the stats.
It looks like you put in a good faith effort to make a game. You deserve more ratings.
I like the ambitious idea. The long tutorial was a bit slow and hard to take in. Consider adding hover tooltips to all your in-game elements, and/or some kind of instructions on your itch game page.
Great entry for a first timer!
Thank you for your honest feedback, I'll be sure to take things like that into account when I create my next project!