The game is really good) I am impressed with every part of the submission - Art/Music/Concept are perfect and it is so well-polished!
NIce job!
| Criteria | Rank | Score* | Raw Score |
| Top Marks | #1 | n/a | n/a |
| Presentation | #8 | 4.731 | 4.731 |
| Overall | #25 | 4.373 | 4.373 |
| Enjoyment | #64 | 4.143 | 4.143 |
| Creativity | #84 | 4.244 | 4.244 |
Ranked from 119 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
How does your game fit the theme?
The dice rolls and pick your active abilty!
Did your team create the vast majority of the art during the 48 hours?
We created the vast majority of the art during the game jam
Did your team create the vast majority of the music during the 48 hours?
We created the vast majority of the music during the game jam
The game is really good) I am impressed with every part of the submission - Art/Music/Concept are perfect and it is so well-polished!
NIce job!
I really like your presentation and idea! especially the floating head and hands.
the game felt good to play, and felt polished, lots of nice touches, like the camera shake. I think the gameplay is pretty innovative, and felt good to play, with automating the movement and aiming, and just giving a fire button, and a "nudge in some direction" button. I assume the goal of which was to free the player up to look at and strategize around their current dice roll. however...
my main critique is the tuning of the game. in the early levels, I felt like I /could/ strategize around my placement, timing, and decision making based on the current dice roll, but I didn't need to. if I just rapidly clicked on enemies without any thought, I did just fine.
and then, in the later levels of the game, I felt like even if I wanted to, i couldn't successfully strategize, because of how many enemies spawning, just rapidly clicking on enemies, and right clicking on hearts seemed like the best and only option.
I think that leveling up and getting new abilities was a cool idea, but it really made no impact on how I played, just clicking on enemies and hearts as much as possible. it never really seemed to matter what dice was up, or where I was positioned.
I played until level 11, then quit, because I was had been stable at 4-6 hearts the entire time, and the gameplay just got monotonous.
so, I think tuning the enemies to hit harder and/or have less health, and dont let the game get too crowdy in higher levels, would serve the gameplay of actually paying attention to the dice.
but, tuning in a game jam is basically impossible, so, great work over all!
A wonderfully enjoyable and pretty to look at game with a unique way of controlling a top down shooter. Very good! The only thing to criticise is that it got kinda boring after 2000 kills and I was actually not able to die unless I actively did nothing for a long time. Somehow the game doesn't manage to keep itself difficult enough. It was still really fun nonetheless!
very creative, and great to look at. The game mechanic itself is super unique and i dont think ive seen anything else like it during the jam. Really well done.
This game is really well made and polished, and I like the concept, but I found it really hard, until I discovered that just mashing click makes it trivial. I went to level 10 with my health always at max, while I struggled to get to level 4 without spamming. I think the main problem is that there are a lot of enemies, and it does not matter if you align perfectly your shots to kill two enemies at once, because 5 enemies have spawned in the meantime and you could just have tossed it and maybe killed one at random, plus gotten a dash afterwards and got to the heart that would have depleted otherwise.
But don't get me wrong, it's a great game, it's just frustrating that the optimal strategy is the easiest one to pull off.
The presentation is fantastic, the gameplay is satisfying and fun, and the take on the theme is very creative. I just love the idea of moving automatically and having your moves controlled by a die. Most of the gameplay was RNG, but I still felt like I had control. Really nice work!
What an awesome feeling and sounding game! Bit of balancing as just randomly clicking on the board and always upgrading bigger bullets ensured that I was unbeatable. Hearts were so plentifull and I think enemies didnt scale with time so.. GOD MODE! :D Such a good idea still! Great work! 👍
Holy this is arguably my favorite jam game I've played so far. The gameplay loop is extremely addicting and well polished. It's hard to understand the game at first but once you get in the rhythm of the game it feels really satisfying to pull off combos (a combo meter would be the cherry on top).
I hope to see this game get's developed further, it's very promising as of what it is now. I would suggest that some player health indication on the plater itself would be a good idea since the chaotic nature of the game does not allow me to to look right for one second.
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