I like the idea to roll stats, but it wasn't really clear for me if it does anything to my character in the game. I think that's because I didn't see anything yet before I start the game, and I roll stats before I start - it seems logical from dev perspective, but I (as a player) would prefer to try it before changes so I could understand (feel) the diffrence after rolling my stats.
For example, if I would have try shoot with fire-rate 1, then after rolling it to 3 i would enjoy to have "boost" for fire-rate. Or if I would have 3, and then it would roll to 1, I would actualy feel how hard it made my gameplay.
Besides that, I give it a good solid "good game". Music and art well matched (even for pre-existing sets), and the game feels like an actual game. Good one!
Play game
Risky Dice Dungeon's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Creativity | #3301 | 2.646 | 3.500 |
| Presentation | #3322 | 2.551 | 3.375 |
| Overall | #3628 | 2.425 | 3.208 |
| Enjoyment | #4055 | 2.079 | 2.750 |
Ranked from 8 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?
You use 3 diffrent Dice to roll your Stats and Items
Did your team create the vast majority of the art during the 48 hours?
No
We used pre-existing art
Did your team create the vast majority of the music during the 48 hours?
No
We used pre-existing audio







Leave a comment
Log in with itch.io to leave a comment.