I think it would've benefitted a lot from an actual tutorial! Was pretty confusing at first but a fun idea for sure!
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CowarDice's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Innovation | #362 | 3.318 | 3.318 |
| Audio | #655 | 3.045 | 3.045 |
| Gameplay | #714 | 2.955 | 2.955 |
| Visuals | #839 | 3.182 | 3.182 |
| Overall | #898 | 2.932 | 2.932 |
| Enjoyment | #1004 | 2.773 | 2.773 |
| Theme | #1452 | 2.318 | 2.318 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does the game fit the theme?
The core idea of the game was a roguelike where your teammates (and other NPCs) couldn't be trusted, and had the potential to stab you in the back at any time.
What code and assets did you not make from scratch during the jam (if any)?
Most of the visual assets came from various itch.io asset packs, but everything else was created during the jam.
How many people worked on the game?2
Comments
Lot of potential here! Was pretty confusing before reading the description, and then I better understood it and could navigate the game better. It's a fun concept that I could see turning into a pretty engaging game with more time than the game jam allows, given more polish and balancing. Overall good work!
The game feels rather unpolished. In terms of its mechanics, it’s quite interesting, but a lot of things are still unfinished.
Speaking purely in terms of gameplay, there is a lack of healing after battles. It doesn’t necessarily have to restore full HP; even a small amount of HP would help.
At the moment, completing the game largely depends on RNG – how many enemies you end up facing. One time you might face just 3 enemies at the start, whilst another time you might face 9 straight away.
Overall, I liked the gameplay concept, but I find it difficult to rate the game given that it’s unfinished
Also, I’m not sure if that’s how it’s supposed to work. I don't see 4 in a row
I quite liked the game and played four rounds or so, the art and music is really charming. I didn't initially know I had to select a specific enemy to deal damage so for a couple rounds I didn't do it and lost miserably 😅. Also, it's quite neat to lock some throws and be able to throw the dices again. I found it unfair that the enemy could deal damage to more than one of my party member and I couldn't, so I lost all the time. It would give a broader choice to be able to know how much damage deals one party member or the other, instead of basing my choice on health; I'm not sure but I think the damage dealt is related to the single number above the member's head, so maybe if not how many attack points, you could have defence points and multipliers for each party member, or something like that.
I used the running strike a couple of times but didn't understand if it also dealt damage or if the party member just ran away 😅, I used them without selecting an enemy.
Overall good game, good job on your submission!
A very unique game jam game! Loved it, the gameplay was addicting and fun once I got the hang of it. Additionally the sound track is a banger. As discussed in the discord already, some more tutoralization is definitely needed. Additionally, I felt like the game strayed a bit far from the concept of the game jam - since I felt my teammates were actually quite reliable from what I experienced! I also found a bug with no enemy automatically being targeted in the very first level until you select one, which caused me to play quite a few rounds without dealing any damage on my first few attempts. If you do work on this game after the jam, I really hope you expand it to be an actual level-based game with different stages and challenges, since it really gave me that vibe! Regardless I'd be excited to check out anything you do post-jam with this game.
Cheers, and thanks for the fun experience!!
- Alette
There’s a lot going on here for a jam game. I liked the idea of building a party around different dice and then trying to turn the results into useful combinations during combat.
I have to admit I never quite got the hang of the battles though. I gave it a few runs and kept getting wiped, so I’m pretty sure there are parts of the system I never fully understood.
Still, the party building and dice mechanics are an interesting combination, and there’s clearly quite a bit of depth to experiment with.
After reading the tutorial on the page it all made much more sense and I have even managed to defeat an enemy party! Although my party members did not heal so I got clapped on the next round haha
I think there is potential here - game could really use more in-game tooltips/guidance, but mechanically speaking if you decide to build on the combat system it could turn out quite interesting!
I couldnt figure out what was going on. The buttons were kind of hard to see against the background, I kept looking around wondering if there was a button that I wasnt noticing. And I had no idea what was going on with the combat it seemed like I click one of the buttons and maybe it attacked? I really dont know but I definitely know that it made my team run away or die.
I love a good name pun! The budgeting is good and the battles are difficult but in depth. a but of a tutorial would help, I think.
I love the concept of hiring your team with a limited budget! But I felt like the fighting system was a bit hard to understand what was going on.
It's really hard XD. I wish it had a bit more polish to make it easier to understand.
Really appreciate the feedback! Yes pretty complex battle system and didn't budget enough time in the jam to add enough visual feedback (like highlighting which dice are used for scoring) or tutorialization. I added a How to Play blurb on the main description, if you've got some time to give it a read I'd love to know if it clears some of the most confusing things up!


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