Finally did it after something like 8 attempts! Great game, visually awesome, i only discovered you could move the dice for multiplactions etc on the last playthrough, but I loved the feeling of secret mechanics. Mostly just needs QoL improvements such as quicker moving about the map, easier item distro, a preview of fight difficulty or at least lives/savepoints etc. Obvs MORE of the game or a bigger map would be incredible, could perhaps having the end boss mechanic be a whole area etc.
but overall I loved the hell out of this, enough to persevere to finish it! great game!
echoing other sentiment: really, really incredible game. instantly hooked and wanting to play more. would love if there was some added reward to defeating an enemy with dice rolls left - some sort of econ system? +1 to your power?
add in addtl events, die, trinkets, replayability (random map seeds akin to FTL or STS) and i'd easily shell out 15-20 bucks for it.
Some QOL: would be nice to click on the map and have your character auto-go there instead of moving 1-by-1. would also be nice if you have the power to just press one button to sacrifice 15 instead of dragging and dropping 15x.
Hi there! Been trying to beat the game a while for the past few days and I'm heavily impressed and inspired by what you managed to build for a game jam nevertheless. The core gameplay is fun and satisfying, the atmosphere and music are great and I enjoy the fact there is a learning curve to the experience. If you intend to expand development, my biggest recommendation is for you to consider telegraph incoming events/prizes better. The game currently has a slight "trial-and-error" feel to it that is a bit frustrating and knowing ahead about special ancounter conditions or what a newly encountered die does before I add it to my inventory could help that. Also I try playing the game on my PC directly and not on browser like you recommended and the die graphics just appear broken for me, like their polygons are mismatched and breaking to the point it's just a bunch of flashing lines. Is there a fix to this? Sorry fot the long comment, overall love what you're doing here
Made an account just to comment: First off, great job like many others have said. I truly hope your team carries this into a full game. I would gladly pay $10-$20 for it, particularly if structured like a roguelike and with more enemies, dice, and items. The game has that same rush as Balatro when racking up a massive score. The art and music are fitting and very charming. My only criticisms are QOL improvements like knowing the dice numbers and effects before attacking (as I died multiple times due to not exactly how much damage I would do) and letting the player drag multiple humans at a time to make sacrifices and the overall gameplay quicker. Perhaps also introducing some more unique mechanics for enemy types so they create different strategies? Checkpoints? So much to consider...
Made an account just to comment. Holy moly! What a great game!!! I really hope your team keeps working on it post jam. I totally want to know more about the lore and motivations of the player character. Can't wait to see what else everyone involved makes!
This was such a delight to play! I enjoyed the simple yet intricate mechanics in place. I failed a few times but it made me want to go back and do better with each run.
After a few runs, I realize what I was doing wrong with the final boss. I appreciated how you turned the mechanics on its head as well. It really felt rewarding beating the boss.
I'd like to give a shout out to the music, the additions to the beat as you get to the later levels was fantastic to add to the mood.
Like others have said I hope you develop this game further or a sequel / spiritual successor.
Lastly, I'd just want to put in some suggestions if you do proceed with going further with the game:
- If possible have text where the player can hover over consumables and dice when claiming them in the "rewards screen."
- display the value of each dice and totals before attacking so we may arrange them in the best possible way.
One of the best game jam games I have played in any jam. it's fun, easy to understand and the sound design is incredible. I really, really loved sacraficing the little guys. I would be happy to play this game more
i think what made it possible was really good planning and on-the-spot rescheduling. we also cut about a 5th of the world map halfway through the jam and worked right up until the deadline. iirc the worldmap was done saturday evening and we essentially placed all the content on the map during the last 12 hours of the jam!
Yup like Stasys said, we cut away a big chunk that was going to be a combination of the last biome mixed with another biome based on a different crystal design!
Originally, the top of the map was also connected to Boneblight, but scrapping the 5th biome actually allowed for a more controlled, linear experience that was way easier to manage in such a short time.
Nice! I really like the presentation of this gam. The sounds and the premise are super cool. I converted my first die into power immediately and spent it all on the first guy lol. Good job on this, I hope to see it get updates in the future
I've played my fair share of rogues, it's by far my favorite type of games. I never expected to see some of the most cracked out underground soundcloud producers on a game jam & this might be one of the most incredible experiences i've had with this type of game. Holy sh*t.
I hope you guys make this into a fully fleshed out game & get the recognition you all deserve
bonus unwanted ramble: game feels fantastic, but it i've had sooooo many consumables... I was almost always wispmaxxing though. Either giving less after fights or having more types might balance them a bit more, it was really free until the last boss which became completely impossible ^^' GG to y'all, this rocks
Balancing QOL and general variety in the gameplay features themselves are definitely something we'd love to expand upon further, although with how much work has gone into polish, I'm not super sure when that future will be haha.
Either way, super glad you enjoyed this fun little 10 days experiment ^^
the game is fun but i think it should have a tally to tell you how much your die are doing since a bunch of them arent actually readable and also a quick way to spend power instead of having to drag it 1 at a time. but if my only complaints are a couple qol issues then id say its a pretty good game.
also it's a funny coincidence: after the game released but before i heard about it, i had been sketching out a ttrpg to play with my friend over the phone that involves them rolling dice to escape a labrynth, but they aren't explained what the dice mean or even what numbered dice is being rolled.
it was a fun puzzle for me trying to make choices taking into account uncertainty! it was also fun learning to read the different die. though there was one in particular i found completely inscrutable and annoying lol. (i can't remember the name rn, it was like "the accumulator" or something)
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Fantastic game. Wow'ed at how this was a game jam game. I'd love a Linux version!
Also, the OST is lovely and it'd be great to get a bandcamp (or similar) release. :)
Finally did it after something like 8 attempts! Great game, visually awesome, i only discovered you could move the dice for multiplactions etc on the last playthrough, but I loved the feeling of secret mechanics. Mostly just needs QoL improvements such as quicker moving about the map, easier item distro, a preview of fight difficulty or at least lives/savepoints etc. Obvs MORE of the game or a bigger map would be incredible, could perhaps having the end boss mechanic be a whole area etc.
but overall I loved the hell out of this, enough to persevere to finish it! great game!
boy, that was hard!
Congrats :D
echoing other sentiment: really, really incredible game. instantly hooked and wanting to play more. would love if there was some added reward to defeating an enemy with dice rolls left - some sort of econ system? +1 to your power?
add in addtl events, die, trinkets, replayability (random map seeds akin to FTL or STS) and i'd easily shell out 15-20 bucks for it.
Some QOL: would be nice to click on the map and have your character auto-go there instead of moving 1-by-1. would also be nice if you have the power to just press one button to sacrifice 15 instead of dragging and dropping 15x.
Hi there! Been trying to beat the game a while for the past few days and I'm heavily impressed and inspired by what you managed to build for a game jam nevertheless. The core gameplay is fun and satisfying, the atmosphere and music are great and I enjoy the fact there is a learning curve to the experience.
If you intend to expand development, my biggest recommendation is for you to consider telegraph incoming events/prizes better. The game currently has a slight "trial-and-error" feel to it that is a bit frustrating and knowing ahead about special ancounter conditions or what a newly encountered die does before I add it to my inventory could help that.
Also I try playing the game on my PC directly and not on browser like you recommended and the die graphics just appear broken for me, like their polygons are mismatched and breaking to the point it's just a bunch of flashing lines. Is there a fix to this?
Sorry fot the long comment, overall love what you're doing here
Banger
Hey...Masterpiece.
Thank you so much for creating this.
Made an account just to comment: First off, great job like many others have said. I truly hope your team carries this into a full game. I would gladly pay $10-$20 for it, particularly if structured like a roguelike and with more enemies, dice, and items. The game has that same rush as Balatro when racking up a massive score. The art and music are fitting and very charming. My only criticisms are QOL improvements like knowing the dice numbers and effects before attacking (as I died multiple times due to not exactly how much damage I would do) and letting the player drag multiple humans at a time to make sacrifices and the overall gameplay quicker. Perhaps also introducing some more unique mechanics for enemy types so they create different strategies? Checkpoints? So much to consider...
I really hope you expand on this in future. Fantastic game, left me wishing for more.
Super polished! It’s mind blowing that this came from a game jam :)) Keep it up!
Awesome
Made an account just to comment. Holy moly! What a great game!!! I really hope your team keeps working on it post jam. I totally want to know more about the lore and motivations of the player character. Can't wait to see what else everyone involved makes!
!!SPOILERS!!
At the end I thought there's no way they put this bullshit boss just to pad out the game and force people to spec for something they didn't know.
And then I realized I have the power dice and negative numbers to the power of 2 become positive.
Felt amazing, glad I stuck with it. Very very nice job.
Awesome game, felt great dealing 6 million damage
That's what we do it for !
This was such a delight to play! I enjoyed the simple yet intricate mechanics in place. I failed a few times but it made me want to go back and do better with each run.
After a few runs, I realize what I was doing wrong with the final boss. I appreciated how you turned the mechanics on its head as well.
It really felt rewarding beating the boss.
I'd like to give a shout out to the music, the additions to the beat as you get to the later levels was fantastic to add to the mood.
Like others have said I hope
you develop this game further or a sequel / spiritual successor.
Lastly, I'd just want to put in some suggestions if you do proceed with going further with the game:
- If possible have text where the player can hover over consumables and dice when claiming them in the "rewards screen."
- display the value of each dice and totals before attacking so we may arrange them in the best possible way.
Thank you again for this amazing experience!
sorry for breathing the same air as y'all
seriously well-made game
This game was incredible, I loved it very much. The pure DOPAMINE from big number is very satisfying. (yeah ik im late)
One of the best game jam games I have played in any jam. it's fun, easy to understand and the sound design is incredible. I really, really loved sacraficing the little guys. I would be happy to play this game more
This is incredibly well made and polished. Idek how you got this done so quick lmao; good job
Astonishingly good game design & polish, and I'm not even accounting for the fact that this was done in 10 days for the jam (how?! teach me!)
i think what made it possible was really good planning and on-the-spot rescheduling. we also cut about a 5th of the world map halfway through the jam and worked right up until the deadline. iirc the worldmap was done saturday evening and we essentially placed all the content on the map during the last 12 hours of the jam!
Yup like Stasys said, we cut away a big chunk that was going to be a combination of the last biome mixed with another biome based on a different crystal design!
Originally, the top of the map was also connected to Boneblight, but scrapping the 5th biome actually allowed for a more controlled, linear experience that was way easier to manage in such a short time.
Absolutely incredible work, would absolutely love to see this improved even more because the base game is really promising and fun!
Holy shmoly! This is incredibly well done! I can’t wait to see how you do it, this was a great game, especially considering the time constraints!
Nice! I really like the presentation of this gam. The sounds and the premise are super cool. I converted my first die into power immediately and spent it all on the first guy lol. Good job on this, I hope to see it get updates in the future
I've played my fair share of rogues, it's by far my favorite type of games. I never expected to see some of the most cracked out underground soundcloud producers on a game jam & this might be one of the most incredible experiences i've had with this type of game. Holy sh*t.
I hope you guys make this into a fully fleshed out game & get the recognition you all deserve
bonus unwanted ramble: game feels fantastic, but it i've had sooooo many consumables... I was almost always wispmaxxing though. Either giving less after fights or having more types might balance them a bit more, it was really free until the last boss which became completely impossible ^^' GG to y'all, this rocks
Incredibly honoured to read this!
Balancing QOL and general variety in the gameplay features themselves are definitely something we'd love to expand upon further, although with how much work has gone into polish, I'm not super sure when that future will be haha.
Either way, super glad you enjoyed this fun little 10 days experiment ^^
the game is fun but i think it should have a tally to tell you how much your die are doing since a bunch of them arent actually readable and also a quick way to spend power instead of having to drag it 1 at a time. but if my only complaints are a couple qol issues then id say its a pretty good game.
Thank you!
Absolutely fair suggestions and definitely something we thought of adding if we continue working on this after the jam!
also it's a funny coincidence: after the game released but before i heard about it, i had been sketching out a ttrpg to play with my friend over the phone that involves them rolling dice to escape a labrynth, but they aren't explained what the dice mean or even what numbered dice is being rolled.
it was a fun puzzle for me trying to make choices taking into account uncertainty! it was also fun learning to read the different die. though there was one in particular i found completely inscrutable and annoying lol. (i can't remember the name rn, it was like "the accumulator" or something)