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A jam submission

Roll for ExorcismView game page

Dice-based combat with uninvited spirits possessing your furniture
Submitted by Orange-Rhino — 5 minutes, 43 seconds before the deadline
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Roll for Exorcism's itch.io page

Results

CriteriaRankScore*Raw Score
Aesthetics#283.7223.722
Music#283.5003.500
Sound#283.3333.333
Mechanics#333.2223.222
Overall#363.3893.389
Fun#423.1113.111
Story#472.8332.833
Theme#643.1673.167

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

How many people worked on this game in total?
2

Did you use any existing assets? If so, list them below.
List in project page

Has this game been submitted to any other jams?
no

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Comments

Submitted

This game has nice short story info at the beginning, but the content is overloaded after that.

Music a bit too fast i think - it is like there is hurry, while there is actually not since it's phase based dice game.

Very simple "basics tutorial" level and explanations regarding “good/bad combinations” would be very helpful.

Pyramid shape tray (?) would need more explanation; filled from the bottom, does levels or slots affect to dice results.

I see there might be full random enemy spawn combinations, but from start there could be non-shielded units to play with only basics.

For an example; not sure what "Apply boost to clear a ROT/Rot -1" means.

Also lock could be described as a shield icon - monsters seems now to defend each other from get hurt, and not much not locking player placing dice (i guess).

Dice evolving/crafting phase had also much content to learn maybe for 15-30 minutes + during game play learning too.

I mean the content is not a bad thing, but i could not be sure about the rules or result changes and possibilities - not even how many dice i can Place and where at from the game start.

Still interesting idea and concept, and like the environment and its details too. Also using font colors and projectile animations also nice and trajectory line great and helpful to get into this better on the first play.

Developer

Thank you for your detailed feedback, it really makes a huge difference :)

I addressed a lot of your feedback in my post-launch version.  If you have bandwidth and are willing to give the game another try, I'd like to hear if you have any other thoughts!

Submitted

This is a great little game and its deep enough to be a full game already! While it is pretty complex , i think that's ok because people who would play these games would probably find the information.  Great job on the style and mechanics, a well rounded actually fun game. Congrats!

Submitted

A super fun little puzzle game! I love the combat style of this one. Its a super cool idea! 

Submitted

After having played the daughter's creation, let's try the father's one! :D

A nice and not terrifying puzzle game with epic music ! I like to think a little when playing, it's good to use our brain from time to time.

The scene is a little still and the music repetitive when the match lasts too long ; the lights could slightly flicker, for example, to add some life. 

There are 2 important info that I missed during my first run :

- that I could get hints by mouse-hovering the enemy

- consequently, that the rerolls were the coins near the candle ; I didn't notice them,  I hovered them by accident and saw their description

That's a nice entry. One can see there's some experience. Good job !

Still, I would have liked to know where you used AI ; I assume it was on the intro video and on the logo.

Developer

Thanks for the feedback!  Glad you liked the puzzley aspects - I wanted something that wasn't a "one solution only", but also something where you had to think about the best use of resources.

I had a really difficult time with the onboarding/tutorial, so that's for the feedback.  I tried to make it so you could hover just about everything and get a tooltip for what it did to cut down on "wall of text" instructions.  If you're calling out "first run" because you had a second+ run, I'm super jazzed you thought this was worth more of your time :)

I did use AI for the intro (flow.google.com).  I made a storyboard and had the video generated to spec.  Lots of iteration, but when it was done I pulled the logo out of the last frame.  I also used AI (aistudio.google.com) to create and quickly iterate on a 2d prototype to work out mechanics while I was away from my computer.  Let me do a lot of very rapid iteration with a low-fidelity html version that I later built a 3d version around in Unity.  This was an invaluable trick that helped me negate the "sunk cost" of features that just didn't play well.

I did try a "film grain" effect to make it more gritty, but built-in unity one didn't look right, so ended up reverting it.  Source control is your friend :)

My original plan was to have everything as an object on the table - coins for rerolls, objects indicating run-specific relics, and the candle height would vary depending on your sanity, but it didn't all make it in.  Maybe hovering the table could show general tips about these objects, at least identifying that they're meaningful.

Thanks again for the thoughtful feedback :)  always trying to improve!

Submitted

Thanks for the details about your (sensible) use of AI. I don't want to use that, but I may have to fall into it someday.

I did try your game a first time and didn't really get the logic in the second room, but when I saw the help over the enemies on my second attempt, it made much more sense and was actually fun.

It's hard to implement all the ideas we can have in such a short amount of time. But the result is very pleasing.

Submitted

the virtue dice countering the sins is such a clever idea, patience doing double vs wrath ghosts made me actually think about where to put stuff. really fun one, nice work!

Submitted

You did a great job with the graphics and interface of the game. The intro was very good as well.

As others have said, the game is complex enough where a tutorial is needed.

How did you make the intro to the game?

You did a great job.

Developer

Thanks for the review and feedback!  I've added a barebones tutorial to get it to more of a playable state.  The general gist is that dice in columns work together, weakening the ghost's resolve and hold over the object they're haunting.  Hopefully it helps!  I struggle with tutorials, after working on the game it all seems so obvious!

The intro was made with Flow.  I created a storyboard and images of some props for consistency.  There are still plenty of flaws, but I think it helps set the stage in a language-agnostic way.  I was hoping seeing the character slotting dice in the intro video would explain the game more. 

Submitted

Love the game, it really needs a tutorial.
and the text above the monsters are a little bit blurry, it was hard to read for me.
Love the intro and great graphics.
Great work!!

Submitted

Nice game, I enjoyed it! It took a while to figure out how to play - but not that hard once you start reading it :D
Surprisingly good depth of mechanics!

Submitted

Cool game, looks great and the combat system is quite fun, I do think it would have benefited from an in game tutorial of some sort explaining the mechanics though. 

Developer

Thanks for the feedback!  I've been working post-jam to polish and generally raise the bar.  If you find yourself with a few spare minutes and would be interested in taking another look at the game, I'd love to hear what you think :)

Submitted

Awesome take on the theme and beautiful graphics and sound!

Great work!

Submitted

What a cool game, and concept! Unfortunately I didn't understand how the dice worked, or the upgrades you can choose after completing a level, but I put that mostly on me, since I don't know how to play dice or card games. That being said the graphics, sound, and presumably the gameplay are pro status!

Developer(+1)

If you socket dice, you can weaken the ghosts haunting your house. The dice add up in columns and weaken the ghost's resolve. Different ghosts have different variations on rules that can be seen by hovering/tapping on the ghost.

I have a ghost hand (appropriate?) that's shows some of this, but it was last minute and wasn't quite working. Might be worth a fix...

Thank you for trying my game, and the kind words!